Sid Meier's Alpha Centauri/Base management: Difference between revisions

From StrategyWiki, the video game walkthrough and strategy guide wiki
Line 21: Line 21:
Some basics you should know:
Some basics you should know:


* When hurrying production, make sure the first row of minerals in the construction box is filled. Otherwise you are charged at double the cost for rushing construction from scratch.
* When hurrying production, make sure the first ten minerals in the construction box are filled. Otherwise you are charged at double the cost for rushing construction from scratch.
* The hurrying costs for the 3 types of constructions are:  
* The hurrying costs for the 3 types of constructions are:  
** 2 per mineral for base facilities, after the first row
** 2 per mineral for base facilities, after the first ten
** (2 + 0.05 times number of minerals remaining) per mineral for units, after the first row
** (2 + 0.05 times number of minerals remaining) per mineral for units, after the first ten
** 4 per mineral for Secret projects, after the first row
** 4 per mineral for Secret projects, after the first ten
* If you are hurrying construction with credits, make sure that you pay '''only just enough''' so that none of your mineral production is wasted.
* If you are hurrying construction with credits, make sure that you pay '''only just enough''' so that none of your mineral production is wasted.
For micromanagers: whenever a base finishes a construction, some of the minerals produced that turn is carried over to the next item in the queue. However, the maximum amount that can be carried over is 10 minerals (assuming industry rating is 0), which means that had your base been producing 30 minerals a turn and you paid the ''full cost'' of hurrying a construction, you would have wasted 20 minerals that didn't get carried over. This is why you should do some arithmetic in your head before hurrying construction so you pay just the right amount such that none of your minerals are wasted.
For micromanagers: whenever a base finishes a construction, some of the minerals produced that turn is carried over to the next item in the queue. However, the maximum amount that can be carried over is 10 minerals (assuming industry rating is 0), which means that had your base been producing 30 minerals a turn and you paid the ''full cost'' of hurrying a construction, you would have wasted 20 minerals that didn't get carried over. This is why you should do some arithmetic in your head before hurrying construction so you pay just the right amount such that none of your minerals are wasted.
Anonymous user