Author Topic: Questions on Food/Energy/Mineral production.  (Read 1437 times)

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Offline Ford_Prefect

Questions on Food/Energy/Mineral production.
« on: January 02, 2015, 08:06:00 PM »
How do farms/superfarms/mines effect the base produciton of a square's food/minerals?
Is it just a multiplier?  If so, what?




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Re: Questions on Food/Energy/Mineral production.
« Reply #1 on: January 02, 2015, 08:39:23 PM »
As in, if the base starts on a farm square?  No - and I find that counterintuitive, but there it is.  The only previous-to-starting-a-base construction on the base square I can think of that still gives the base a benefit is a sensor.

Offline Mart

Re: Questions on Food/Energy/Mineral production.
« Reply #2 on: January 02, 2015, 09:11:39 PM »
A river tile gives the base on it +1 energy.
Bonus still works +2 of appropriate resource, but you can consider, that a bonus may be better used with an improvement, like mine for a mineral for example.
Apart from sensor, one can make the tile forested, but I am not sure, if a forested tile later can spread that forest (what would be a benefit). The forest stays there though, what is different from civ4 for example, where establishing a city takes the forest away.

Offline Quota

Re: Questions on Food/Energy/Mineral production.
« Reply #3 on: January 02, 2015, 09:33:52 PM »
I don't think he meant it like that, guys. He didn't actually talk bases, but base production (of a square).

Short answer: No multipliers are involved (except for a Condenser's own square), farm and soil enricher both add +1 nut each. Mines are more complicated, but still not multiplier-based.

Long answer: As you probably know, a square's base nutrients output is 0-2 (corresponding to arid, moist and rainy), and may also increase by 2 if it contains a nutrient resource icon. Independently of that, farms and enrichers add +1. A Condenser will have the secondary effect of a +50% increase on top of that, in its own square only. This is relatively abnormal/powerful and you can change that if you use and configure the settings to Yitzi's patch, if I recall right.

Mines reduce the nutrient output of their square by one, and their mineral yield varies according to the square type and whether it also contains a road. Consult the wiki for more specifics on this (and other topics): http://alphacentauri2.info/wiki/Mine
They're actually not so useful to use within a base's radius (unless the square is arid and rocky, but even early on a forest can still help more) and are more typically harvested from afar with supply crawlers. From an ideal non-landmark square you can crawl 7 minerals per turn, if it is rocky and has a mineral resource.

edit: bonus nut resource increases by 2, not 1, fixed.
« Last Edit: January 03, 2015, 12:06:17 PM by Quota »

Offline Ford_Prefect

Re: Questions on Food/Energy/Mineral production.
« Reply #4 on: January 02, 2015, 09:51:48 PM »
Yeah.  I meant base level not University base. Opps.  ::)


 

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