Difference between revisions of "Inefficiency (Basic)"

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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.
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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.
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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.
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This can be mitigated by social engineering choices which increase [[Efficiency]]. At individual bases, inefficiency can be reduced by building a [[Children’s Crèche]].
  
Inefficiency can be mitigated at a particular base by building a [[Children's Creche]] there.
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See also [[Inefficiency (Advanced)]].
  
 
[[Category:Concepts]]
 
[[Category:Concepts]]

Latest revision as of 12:00, 1 May 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 Crèche.

See also Inefficiency (Advanced).