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So you can either build one colony per 40 turns or build RT and then build them one per 20 turns = it pays itself off in 40 turns and then doubles your production speed for free.
It takes one worker out of the producing base. So its negative benefit in addition to colony cost itself. This negative benefit lasts until colony travels to destination. Say 10 turns roughly. With regular 2-1-0 (undeveloped) square its about -3 * 10 = -30 FOP loss.
Not sure what you mean by the same game, but I've played a lot of multiplayer games. Does that count?
Tayta was the one who did the RecTanks start (being Lal), and he came worse off, though there were a lot of other factors, of course.
6 seems too high. 5 is probably the highest you can go without crippling the early game too much unless you drastically change mineral yields.Haven't played any games with 4 mineral rows yet.
Oh, and I think Naval Yards I got from the Maritime Control Center fixed my ships in 1 turn. I definitely recall a probe ship at -90% skip a turn and be repaired the next. I thought that wasn't supposed to happen?