Good info. I appreciate that this kind of basic knowledge can be gained by trawling things like the vintage game club, but perhaps it would be worth having a sticky in this forum where individual basic concepts and rules of thumb can be linked to quickly and easily.
I'm no expert but I feel I have a pretty good grasp of the innards of the game. Of course, there is always more to be learnt.
No I had no idea that a nutrient was subtracted. I'm sure I read the datalinks on mine construction and didn't see this. That changes a lot, making mines similar to workshops in Civ4, trading a food for a hammer which generally is a poor trade. Also the increased former-time spent doing this makes it doubly unattractive. Good knowledge. Does a solar collector also subtract a nutrient?
On a related note, I wonder what the best thing to do with resource tiles is. Do you always farm a nutrient resource, mine a mineral resource and solar collect an energy resource? That is to ask, is there synergy between a special resource and its associated improvement that goes beyond the base yield boost of the tile?
Again, very interesting analysis. Clearly supply crawlers are a more powerful unit than I have seen.
As for the sliders, I am often hesitant to adjust them because of the red message that comes up telling me that energy is lost.
You're welcome. If I ever start playing Civ IV, I'll look you up.
I'm no expert but I feel I have a pretty good grasp of the innards of the game. Of course, there is always more to be learnt.
I guess you're not aware that a mine subtracts one nutrient from a square (but will not reduce one nutrient to zero). A farm mine costs 12 turns to make and will give you 1-2-0 (I'm not sure about a rainy rolling square). A forest costs 4 turns to make and will give you 1-2-1.
No I had no idea that a nutrient was subtracted. I'm sure I read the datalinks on mine construction and didn't see this. That changes a lot, making mines similar to workshops in Civ4, trading a food for a hammer which generally is a poor trade. Also the increased former-time spent doing this makes it doubly unattractive. Good knowledge. Does a solar collector also subtract a nutrient?
On a related note, I wonder what the best thing to do with resource tiles is. Do you always farm a nutrient resource, mine a mineral resource and solar collect an energy resource? That is to ask, is there synergy between a special resource and its associated improvement that goes beyond the base yield boost of the tile?
If your base is only producing two labs, a network node would increase your labs by one but cost one energy credit per turn. You might achieve the same results by adjusting the energy slider.
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So you would need a base producing 23 labs per turn for a network node to be more cost effective.
Again, very interesting analysis. Clearly supply crawlers are a more powerful unit than I have seen.
As for the sliders, I am often hesitant to adjust them because of the red message that comes up telling me that energy is lost.