One suggestion for Spies, Sascha, is to make counter intelligence important. This way spies are likely to succeed without counter intelligence in place, and perhaps regiments can serve as an anti-spy garrison. So a spy could be a passive or active defense, giving low ranking spies more importance for garrisoning your location.
Pollution from population is insane! I had 1 cryo housing building, 1 cloning lab, 2 anti-matter power plants, and 5 teleporter systems to reduce pollution. (IIRC I had the power perfectly balanced but I don't remember the figures now.) And pollution raised at almost a 0.1 rate per turn after all those pollution reducers with ~1.4 population. :shock: Edit: 1.1 population creates more pollution than 6 teleportation systems can reduce (24 pollution units!!!)...
Right now the most efficient monetary system I have found is a combination of either:
- 3 Nuclear Reactors
- 2 Cold Fusion Reactors + 1 Wind Plant
- 2 Anti-Matter Plants + 1 Bunker
With:
- 6 Hydroponic Farms
- 6 Genetic Farms
With genetic farms this garners 3.5 resources a turn, plus has no pollution or loyalty problems. You can just as easily build a civilian forum at the location as you can a bunker.
Also, scientist staffs deplete too quickly! Goodness, I've only got 2 low ranking scientists with 1 higher man doing my research. To compensate I've got 2 territories with 2 Anti-Matter plants and 6 AI Auk-things to keep ahead of my opponents.
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