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Q: My base facilities keep disappearing in librarian difficulty, even though there are no "overloads".
Post edited March 08, 2016 by Mcbain31
I think they are disbanded automatically if you don't have credits for maintenance? You should get warning messages though?

Drone riots also can result in base facilities being destroyed - usually it will be morale structures just for added convenience! lol

Overloads never destroy base facilities.... that event targets research progress or credits

If your having trouble with credits.... you can reduce the science research rate and or psyche rate to increase credit rate.

But the best way to maintain credits is to keep moving units over fungus squares outside base range.... moving units over fungus can generate mind worms which you can kill and get credits. To increase chances of mind worm generation, move alien artifacts or colony pods over fungus with a military unit (turn unused) nearby to immediately kill any mind worm (mind worms love to appear for atifacts and colony pods for your convenience)

*where the word 'convenience' is used, it is in a highly sarcastic fashion*
Post edited March 09, 2016 by mystikmind2000
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mystikmind2000: I think they are disbanded automatically if you don't have credits for maintenance? You should get warning messages though?

Drone riots also can result in base facilities being destroyed - usually it will be morale structures just for added convenience! lol

Overloads never destroy base facilities.... that event targets research progress or credits

If your having trouble with credits.... you can reduce the science research rate and or psyche rate to increase credit rate.

But the best way to maintain credits is to keep moving units over fungus squares outside base range.... moving units over fungus can generate mind worms which you can kill and get credits. To increase chances of mind worm generation, move alien artifacts or colony pods over fungus with a military unit (turn unused) nearby to immediately kill any mind worm (mind worms love to appear for atifacts and colony pods for your convenience)

*where the word 'convenience' is used, it is in a highly sarcastic fashion*
Thank you very much for the reply. I am guessing it is the drone riots. They are frequent when I am pop booming. I like the colony pod+mil unit over fungus suggestion. That is a good idea i'll mine some credits.
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mystikmind2000: I think they are disbanded automatically if you don't have credits for maintenance? You should get warning messages though?

Drone riots also can result in base facilities being destroyed - usually it will be morale structures just for added convenience! lol

Overloads never destroy base facilities.... that event targets research progress or credits

If your having trouble with credits.... you can reduce the science research rate and or psyche rate to increase credit rate.

But the best way to maintain credits is to keep moving units over fungus squares outside base range.... moving units over fungus can generate mind worms which you can kill and get credits. To increase chances of mind worm generation, move alien artifacts or colony pods over fungus with a military unit (turn unused) nearby to immediately kill any mind worm (mind worms love to appear for atifacts and colony pods for your convenience)

*where the word 'convenience' is used, it is in a highly sarcastic fashion*
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Mcbain31: Thank you very much for the reply. I am guessing it is the drone riots. They are frequent when I am pop booming. I like the colony pod+mil unit over fungus suggestion. That is a good idea i'll mine some credits.
No problem :)

The sneaky trick to look out for with regard to drone riots is growth.... you have to check how many turns to the next growth increase.

What can happen, you get drone riots, you adjust just enough to stop the drone riots, but then an increase in growth comes that turn as well, so your action is nullified, the drone riots continue a second turn and that is when base facilities get destroyed.
To prevent and/or dealing with Drone riots, or in this case, base facilities disappearing, try to make sure at each base:

There is enough growth (35 or better).

Influence the population to grow by providing Nutrients.

Provide living quarters for the population to grow and expand.

Assign jobs for each worker to take advantage of the bonus they provide for your base (Economy, Psych & Labs).
Just right-click to choose a job for each worker.

Provide security for your population inside each base. Sometimes, Drone riots occur when there are no troops inside the garrison.

Following this sequence each turn should keep the Drone riots down to a minimum and prevent base facilities from being abandoned.
Post edited March 22, 2016 by HEF2011
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HEF2011: To prevent and/or dealing with Drone riots, or in this case, base facilities disappearing, try to make sure at each base:

There is enough growth (35 or better).

Influence the population to grow by providing Nutrients.

Provide living quarters for the population to grow and expand.

Assign jobs for each worker to take advantage of the bonus they provide for your base (Economy, Psych & Labs).
Just right-click to choose a job for each worker.

Provide security for your population inside each base. Sometimes, Drone riots occur when there are no troops inside the garrison.

Following this sequence each turn should keep the Drone riots down to a minimum and prevent base facilities from being abandoned.
Living quarters is the last thing you want when your having trouble with morale! Population cap is your friend that gives you time to get better organized before expanding the population further.

Watch your government types.... i think democracy is pretty much unusable if i remember correctly? anyway, allot of the government types MOOT themselves with over the top negatives... it is a bit frustrating.
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mystikmind2000: Living quarters is the last thing you want when your having trouble with morale! Population cap is your friend that gives you time to get better organized before expanding the population further.[/Quote ]

That's not true.
A player seeking a Diplomatic Victory wants to grow their population as large as humanly possible, however, when achieving this, you must provide living quarters such as Hab Complex and keep that population satisfied with Recreation Commons to prevent cramped living conditions, and accommodate further with base facilities that keeps them from rioting. There's only one reason why the player seeking a Diplomatic Victory wants to grow and expand their population...
---Votes!
The larger the population, the more votes you can accumulate. The more votes the player accumulates, the greater chance to become Planetary Governor in an election cycle. I dunno 'bout you, but if you are not Planetary Governor over the other faction leaders, then the game is playing you.

[Quote ]
Watch your government types.... i think democracy is pretty much unusable if i remember correctly? anyway, allot of the government types MOOT themselves with over the top negatives... it is a bit frustrating.
Are you kidding?
:)
The greatest political benefit on the Social Engineering table is Democratic, again, if the goal to win is by Diplomatic Victory.
:)
Post edited March 26, 2016 by HEF2011
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mystikmind2000: Living quarters is the last thing you want when your having trouble with morale! Population cap is your friend that gives you time to get better organized before expanding the population further.[/Quote ]

That's not true.
A player seeking a Diplomatic Victory wants to grow their population as large as humanly possible, however, when achieving this, you must provide living quarters such as Hab Complex and keep that population satisfied with Recreation Commons to prevent cramped living conditions, and accommodate further with base facilities that keeps them from rioting. There's only one reason why the player seeking a Diplomatic Victory wants to grow and expand their population...
---Votes!
The larger the population, the more votes you can accumulate. The more votes the player accumulates, the greater chance to become Planetary Governor in an election cycle. I dunno 'bout you, but if you are not Planetary Governor over the other faction leaders, then the game is playing you.

[Quote ]
Watch your government types.... i think democracy is pretty much unusable if i remember correctly? anyway, allot of the government types MOOT themselves with over the top negatives... it is a bit frustrating.
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HEF2011: Are you kidding?
:)
The greatest political benefit on the Social Engineering table is Democratic, again, if the goal to win is by Diplomatic Victory.
:)
Democracy is no good because of Drone riots..... in my opinion its useless, i never use it.

Its got negative -2 on police, that's the killer,,, that's the turn it into useless crap attribute.
Post edited March 29, 2016 by mystikmind2000
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mystikmind2000: Democracy is no good because of Drone riots..... in my opinion its useless, i never use it.

Its got negative -2 on police, that's the killer,,, that's the turn it into useless crap attribute.
You are incorrect.

The player will have to deal with Drones (and Drone riots) regardless of what faction chosen to play, or whatever Social Engineering choices made, however, there are various base facilities and Secret Project solutions to minimize the Drone riots and to compensate for whatever minuses exist on the Society list.
As I've written before, going for the Diplomatic Victory lessens the Drones (and Drone riots!) considerably plus guarantees a win when retirement arrives on the Mission Year timeline. With that said, the optimal choices on the Social Engineering table is:

[Politics] Democratic + [Economy] Green + [Values] Knowledge
Post edited March 30, 2016 by HEF2011
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mystikmind2000: Democracy is no good because of Drone riots..... in my opinion its useless, i never use it.

Its got negative -2 on police, that's the killer,,, that's the turn it into useless crap attribute.
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HEF2011: You are incorrect.

The player will have to deal with Drones (and Drone riots) regardless of what faction chosen to play, or whatever Social Engineering choices made, however, there are various base facilities and Secret Project solutions to minimize the Drone riots and to compensate for whatever minuses exist on the Society list.
As I've written before, going for the Diplomatic Victory lessens the Drones (and Drone riots!) considerably plus guarantees a win when retirement arrives on the Mission Year timeline. With that said, the optimal choices on the Social Engineering table is:

[Politics] Democratic + [Economy] Green + [Values] Knowledge
Ahhh, well having a few projects is a different story..... i was talking about early game. But yes, once you get a few morale projects and base facilities your good to go.

In the early game it is frustrating to see democracy available but you cannot touch it..... unless your Morganites because of their pop limit.
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mystikmind2000: Ahhh, well having a few projects is a different story..... i was talking about early game. But yes, once you get a few morale projects and base facilities your good to go.

In the early game it is frustrating to see democracy available but you cannot touch it..... unless your Morganites because of their pop limit.
Actually, I find gaining a geographical position far more frustrating in the early game than attempting to access a policy on the Social Engineering table before the other components are made available to optimize your game because every game I start is very different than the last.
The harsh reality of Sid Meier's Alpha Centauri is that your faction cannot realistically share a continent with another unless you impose some kind of aggressive negotiation for other faction leaders to serve your faction [Read: Surrender] by means of a Blood Pact, which is a huge advantage because that faction leader will grant your faction all sorts of benefits such as technology, (usually at the right time, too!) or a map of an opponent who is giving you a hard time.

Sometimes, it pays off when your Integrity rating is Dependable.

:)
Post edited March 31, 2016 by HEF2011
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mystikmind2000: Ahhh, well having a few projects is a different story..... i was talking about early game. But yes, once you get a few morale projects and base facilities your good to go.

In the early game it is frustrating to see democracy available but you cannot touch it..... unless your Morganites because of their pop limit.
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HEF2011: Actually, I find gaining a geographical position far more frustrating in the early game than attempting to access a policy on the Social Engineering table before the other components are made available to optimize your game because every game I start is very different than the last.
The harsh reality of Sid Meier's Alpha Centauri is that your faction cannot realistically share a continent with another unless you impose some kind of aggressive negotiation for other faction leaders to serve your faction [Read: Surrender] by means of a Blood Pact, which is a huge advantage because that faction leader will grant your faction all sorts of benefits such as technology, (usually at the right time, too!) or a map of an opponent who is giving you a hard time.

Sometimes, it pays off when your Integrity rating is Dependable.

:)
I generally find diplomacy pretty useless in this game. And why would you want AI sea colonies shoved up your ass which is what pact brothers means!!! lol

I find this game allows you to easily hold off a massive onslaught with very little..... not like civ4 and 5 which provide little advantage to defensive play.
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mystikmind2000: I generally find diplomacy pretty useless in this game. And why would you want AI sea colonies shoved up your ass which is what pact brothers means!!! lol

I find this game allows you to easily hold off a massive onslaught with very little..... not like civ4 and 5 which provide little advantage to defensive play.
I sense that you really don't understand the game.

Another benefit of Pacts is that indentured servant faction leader's votes are factored into the player's votes when the Council convenes elections for Planetary Governor.
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mystikmind2000: I generally find diplomacy pretty useless in this game. And why would you want AI sea colonies shoved up your ass which is what pact brothers means!!! lol

I find this game allows you to easily hold off a massive onslaught with very little..... not like civ4 and 5 which provide little advantage to defensive play.
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HEF2011: I sense that you really don't understand the game.

Another benefit of Pacts is that indentured servant faction leader's votes are factored into the player's votes when the Council convenes elections for Planetary Governor.
Hahaha, i have played this game extensively since its release... like 15/20 years ago.

Its just my personal style that i find diplomacy to be of little use in all the strategy games that i play, with the exception of Galactic Civilizations. I could not give two hoots about Planetary governor either for the simple reason that i can progress in the game just fine without it.... by contrast, there are a few wonders that i will feel the loss if i don't have it! lol
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mystikmind2000: Hahaha, i have played this game extensively since its release... like 15/20 years ago.

Its just my personal style that i find diplomacy to be of little use in all the strategy games that i play, with the exception of Galactic Civilizations. I could not give two hoots about Planetary governor either for the simple reason that i can progress in the game just fine without it.... by contrast, there are a few wonders that i will feel the loss if i don't have it! lol
All this time you've been playing just the victory by conquest-???

:D

In case you were not aware, the real strategy game inside Sid Meier's Alpha Centauri is the politics and how there are different resolutions to a problem , as well as other ways to playing... but hey, if that's how you play the game...
---knock yourself out having fun!
:)
It's too bad that you're missing out on all of the other fun aspects of the game.

:)
Post edited April 04, 2016 by HEF2011