Difference between revisions of "Inefficiency (Basic)"

From Alpha Centauri Wiki
Jump to: navigation, search
m
m (Changed to passive wording)
Line 1: Line 1:
 
{{Concept}}
 
{{Concept}}
As your colony grows and you claim more territory and build more bases, this growth will put a strain on your economy. This strain shows up as '''inefficiency''', which can cause you to lose some of your [[energy]] production each turn.
+
As a faction grows and controls more bases, this growth will put a strain on the economy. This strain shows up as '''Inefficiency''', which can cause the loss of [[energy]] production within a base.
  
The farther a base is away from your [[Headquarters]] base, the more inefficiency it will experience.
+
The farther a base is away from a faction’s [[Headquarters]] base, the more inefficiency it will experience.
  
Inefficiency can be mitigated at all of your bases by making social engineering choices which increase your [[EFFICIENCY]] value. [[Democratic]] politics and [[Green]] economics each increase efficiency.
+
This can be mitigated by social engineering choices which increase [[Efficiency]]. At individual bases, inefficiency can be reduced by building a [[Children’s Creche]].
 
+
Inefficiency can be mitigated at a particular base by building a [[Children’s Creche]] there.
+
  
 
[[Category:Concepts]]
 
[[Category:Concepts]]

Revision as of 12:46, 26 April 2013

As a faction grows and controls more bases, this growth will put a strain on the economy. This strain shows up as Inefficiency, which can cause the loss of energy production within a base.

The farther a base is away from a faction’s Headquarters base, the more inefficiency it will experience.

This can be mitigated by social engineering choices which increase Efficiency. At individual bases, inefficiency can be reduced by building a Children’s Creche.