Sid Meier's Alpha Centauri/Facilities: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
→‎Recycling Tanks: tried to remove some inconsistency, not a strategy expert
(→‎Recycling Tanks: tried to remove some inconsistency, not a strategy expert)
Line 367: Line 367:
The Recycling Tanks provides +1 nutrient, mineral, and energy per turn in the base square of the base in which it is built. The [[#Pressure Dome|Pressure Dome]] can serve the same function as a Recycling Tanks but also protects the base in case it gets submerged in the sea...but it costs twice as much to build. Sea bases are automatically equipped with a Pressure Dome (so Svensgaard will rarely have to worry about Recycling Tanks).
The Recycling Tanks provides +1 nutrient, mineral, and energy per turn in the base square of the base in which it is built. The [[#Pressure Dome|Pressure Dome]] can serve the same function as a Recycling Tanks but also protects the base in case it gets submerged in the sea...but it costs twice as much to build. Sea bases are automatically equipped with a Pressure Dome (so Svensgaard will rarely have to worry about Recycling Tanks).


These are generally a waste of resources to build, except at the very beginning of the game or for a base in a particularly resource-poor area.  Make a former instead, and use it to build a farm, a mine, and a solar panel.  This will produce a much greater payoff in a much shorter time.  Plus you'll have the former afterward to use for other things.
These are generally a waste of resources to build, except at the very beginning of the game or for a base in a particularly resource-poor area.  Make a former, and use it to build a farm, a mine, and a solar panel.  This will produce a much greater payoff in a much shorter time.


[Recycling Tanks are not an alternative to Formers, but complement them. At the beginning of the game unless you have nutrient resources no square can produce more than two food so your food grows at a maximum of two per turn.  Recycling Tanks add an extra food boosting by 50% your city growth rate.  For a city producing five resources and five energy per turn a the recycling tanks represent a 20% boost in productivity, 25% if you lose a mineral to an extra unit.  At the beginning of the game they should be your first facility, or second after rec commons if you are playing at high level and have a big empire.  Since city growth is per city, not global, they asre even worthwhile later in the game]
Recycling Tanks are not an alternative to Formers, but complement them. At the beginning of the game unless you have nutrient resources no square can produce more than two food so your food grows at a maximum of two per turn.  Recycling Tanks add an extra food boosting by 50% your city growth rate.  For a city producing five resources and five energy per turn a the recycling tanks represent a 20% boost in productivity, 25% if you lose a mineral to an extra unit.  At the beginning of the game they should be your first facility, or second after rec commons if you are playing at high level and have a big empire.  Since city growth is per city, not global, they are even worthwhile later in the game.


==Research Hospital==
==Research Hospital==