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

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*>Anarchie
*>Anarchie
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* Maintenance cost: 0
* Maintenance cost: 0
* ''Alien Crossfire only''
* ''Alien Crossfire only''
+1 Energy from Tidal Harnesses
First thing to note is that before you lift the restriction on Energy Production, this is completly useless to you. Don't build it. Don't even think about the idea of building one. You can't get more than 2 energy per tile<sup>1</sup> until [[Civ:SMAC Tech Tree#Environmental Economics|Environmental Economics]] even if you are [[Civ:Morgan running FM and Wealth with the Merchant Exchange]].
After Environmental Economics, however, a facility that gives +1 energy per square with no upkeep costs sounds too good to be true. Its not. Rush one in any base that is working 2 or more [[Civ:SMAC Terraforming#Tidal Harness|Tidal Harnesses]]. It will take a while till you are actually in profit from it, but it can also be used as a way to convert minerals to energy cheaply if you let it build naturally. If you are working 5 tiles with Tidal Harnesses, it will only take 32 turns untill the mineral cost of the facility is returned to you as energy to do with as you wish. (Much less time if you have decent Industry and didn't pay so much in the first place)
Any base that is sea energy based would be stupid not to build one of these. Coastal bases with only 1-3 Tidal Harnesses would probably not always recover the cost of building the facility between the lifting of restrictions and the end of the game. Better to build those Treefarms, I'd say.


==Tree Farm==
==Tree Farm==
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