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You should regularly check your bases to make sure that they are working from the squares that will reap the most benefit. For example, initially your base works off normal grids w/o terraform enhancements which at most reaps 1F/1M. If a scout discovers a monolith within vicinity, you should switch production to that monolith as this is not automatically done.
You should regularly check your bases to make sure that they are working from the squares that will reap the most benefit. For example, initially your base works off normal grids w/o terraform enhancements which at most reaps 1F/1M. If a scout discovers a monolith within vicinity, you should switch production to that monolith as this is not automatically done.


Sometimes, the obvious way towards maximum output might not seem so obvious- should you work a farm grid which gives you alot of food and therefore growth, or should you work the forest grid with average production?
Sometimes, the obvious way towards maximum output might not seem so obvious- should you work a farm grid which gives you a lot of food and therefore growth, or should you work the forest grid with average production?


Here are some rules of thumb:
Here are some rules of thumb:


* Never assign people to work rocky tiles with mines. These typically give 4 minerals and nothing else. If you have Industral Automaton, you have Supply Crawlers, and you should use crawlers to work mine squares instead. If not, then get Industrial Automation! Crawlers are ideal for extracting squares that are particularly good for a particular resource but no good at others.
* Never assign people to work rocky tiles with mines. These typically give 4 minerals and nothing else. If you have Industrial Automaton, you have Supply Crawlers, and you should use crawlers to work mine squares instead. If not, then get Industrial Automation! Crawlers are ideal for extracting squares that are particularly good for a particular resource but no good at others.


* If in doubt, plant forests. Forests will always give you a good overall production, and should you need more food for growth, you can always find a moist square to build farms.
* If in doubt, plant forests. Forests will always give you a good overall production, and should you need more food for growth, you can always find a moist square to build farms.
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* +2 growth Planned social engineering choice
* +2 growth Planned social engineering choice
* +2 growth Golden Age
* +2 growth Golden Age
* -1 growth The Cybernetic Consciousness (inherrent)
* -1 growth The Cybernetic Consciousness (inherent)
* -1 growth the Nautilus Pirates (inherrent)
* -1 growth the Nautilus Pirates (inherent)
* +1 growth the Usurpers (inherrent)
* +1 growth the Usurpers (inherent)
* +1 growth the Human Hive (inherrent)
* +1 growth the Human Hive (inherent)


===Achieving Population Boom===
===Achieving Population Boom===
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;Those that can only pop boom by using golden ages:
;Those that can only pop boom by using golden ages:


The Human Hive (can't use democracy), the Morgan Industries (can't use planned), the Usurpers (can't use democracy), the Cybernetic Consciousness(inherrent -1 growth), and the Nautilus Pirates(inherrent -1 growth) fall into this category.
The Human Hive (can't use democracy), the Morgan Industries (can't use planned), the Usurpers (can't use democracy), the Cybernetic Consciousness(inherent -1 growth), and the Nautilus Pirates(inherent -1 growth) fall into this category.


Less flexible than the previous groups, these factions must use all of the growth adding social models (planned and democracy) that they can barring faction restrictions noted above, creches, and golden ages.
Less flexible than the previous groups, these factions must use all of the growth adding social models (planned and democracy) that they can barring faction restrictions noted above, creches, and golden ages.