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Old April 27, 2003, 10:02   #1
Hydro
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Bloom Inoculation Question
I’m role-playing my Morgan to be a vapid industrialist, reaping the fruits of Chiron without regard to eco pollution. This is a new situation for me since in the past my eco pollution was more or less planned, and coincided with the construction of tree farms and, later, hybrid forests. However, due to the irritations of a semi-random tech tree in my Morgan PBEM game these techs are out of reach (for now – they are at most 3 techs away: Eco Eng, Env Eco, and maybe Adapt Eco; my tech agenda is set to Build/Explore).


My question is does the mineral production inoculation caused by fungal blooms accrue before the construction of tree farms? If it doesn’t then I am doing myself a disservice by causing all the problems if the production boost doesn’t equal the terraforming disruption. I hope it is because I will be having lots of fungal blooms soon, and just had my first one at Morgan Mines (hehe – apt name, that! Lots of mineral production there!).
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Old April 27, 2003, 14:28   #2
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If i've understand you correctly yes fungal bloom pops do raise the clean mineral limit, in fact you need one to occur before tree farms can start their work raising the limit.
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Old April 27, 2003, 21:54   #3
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Lazerus,

I could have just looked at my base eco damage and figured it out, I guess. After two blooms my eco damage at Morgan Mines went from 23 to 6 (foolishly, I didn’t check after the first bloom). I have been harvesting the same quantity of minerals. So, let the blooms come! Well, let them come until I get really clobbered and the destruction starts seriously eating into my ability to fix it (I have WP, so that is not too hard once I remove the fungus).

Thanks for the head’s up, though!
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Old April 27, 2003, 22:44   #4
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Let them bloom to a point. Unless you are the lucky holder of Weather paradigm too much eco damage may start the dreaded sea rise. Sounds like your a bit away from the techs allowing you to raise terrain without WP.

Prolly' 5-7 blooms and your still OK just as long as you don't aggravate the ecodamage situation by massive gassing.
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Old April 28, 2003, 08:31   #5
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i tend to try and get 4 or 5 pops in the same turn early on just as a good start, then i slow it down to around 1 pop every 3 or 4 turns since the worms will start appearing around then. This slow down usually lets you get enviro economics in good time and start building the tree farms so you wont get too many worms, on the other hand if you've got centuari empathy and have built the WP then just pop all you like and have a few empath rovers waiting.

You shouldnt really fear sea rises, make the other factions work twice as hard as you
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Old April 28, 2003, 08:48   #6
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I do have WP, and have only 2 pops so far. I'll keep a close eye on eco pollution with subsequent pops - more minerals are good! This will be especially true when I finally get Env Eng and mineral restrictions are lifted (bumping minerals from 2 to 4 at mines peppered all over my territory). I expect a new round of pops then.

As far as tech goes, I have the highest tech rate by a factor of 3, but I'm having to research the build techs myself - other factions are pursing other venues. My semi-blind is set to Build/Explore to optimize my chance at key build techs such as Eco Eng and Env Eco.
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Old April 28, 2003, 12:56   #7
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Just build pressure domes and watch the cpus drown.
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Old April 28, 2003, 13:58   #8
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What? And lose all my precious boreholes? Perish the thought!
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Old April 28, 2003, 18:10   #9
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Unless I'm greviously mistaken, Sea level rise is not derived from Fungal POPs, rather from the total amount of eco-damage contributed by ALL factions, so if you want to generate continuous fungal pops to boost your clean mineral limit, not to mention the cash derived from planetpearls, then pick _one_ base and crank the eco-damage rating to 30 or so. This will leave one base with a 1/3 chance of a fungal pop each turn, with virtually no rise in sea levels. Sea rise gets you when you have 15-20 bases with 5 eco damage each. The likelihood of fungal pops are fairly low, but with your total faction-wide eco-damage at 75-100, you start seriously flirting with global warming, especially if you have another faction or two donating a similar amount of ecodamage from _their_ bases.
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Old April 28, 2003, 19:27   #10
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So thats why i get a sea rise every 5 years later in the game when I've got around 70 bases polluting the air
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Old April 29, 2003, 06:37   #11
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Quote:
Originally posted by Qualicide
Just build pressure domes and watch the cpus drown.
Interestingly enough, you never need to build pressure domes, as the game will automatically add them to bases above a certain size (3, I think) if they are about to be engulfed - try it and see!
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Old April 29, 2003, 19:53   #12
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Interestingly enough, you never need to build pressure domes, as the game will automatically add them to bases above a certain size (3, I think) if they are about to be engulfed - try it and see!

Yes but you lose quite a bit of population from the base that was flooded out and I thought but am not certain that you lose some facilities as well. I generally don't let my bases sink so I am not sure of this
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Old April 30, 2003, 08:58   #13
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Quote:
Originally posted by Flubber

Yes but you lose quite a bit of population from the base that was flooded out and I thought but am not certain that you lose some facilities as well. I generally don't let my bases sink so I am not sure of this
I believe you lose 4 population to gain the pressure dome, but anyone please correct me if I'm wrong.
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Old April 30, 2003, 12:12   #14
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If you use governors *ducks behind barricade*they sometimes figure it out and start building them, but they're not very good at it...
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Old April 30, 2003, 14:40   #15
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Quote:
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I believe you lose 4 population to gain the pressure dome, but anyone please correct me if I'm wrong.
4 population seems to be what I recall as the 'flood loss' but I believe some facilities are lost as well


Clearskies

GOVERNORS ??!!

( was that the reaction you expected?)
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Old April 30, 2003, 15:25   #16
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That would be the reason for the barricade, yes
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Old April 30, 2003, 15:54   #17
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Clearskies, next you'll be telling us to put the terraformers on automatic. :P
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Old April 30, 2003, 16:12   #18
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Old May 1, 2003, 08:29   #19
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Quote:
Originally posted by Static Universe


I believe you lose 4 population to gain the pressure dome, but anyone please correct me if I'm wrong.

From my experience I don't believe this is true - I don't remember losing any population points or facilities to gain a pressure dome: they just appear as the base becomes a sea base. Are you getting a message when your bases are inundated?
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Old May 1, 2003, 12:48   #20
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Clearskies, next you'll be telling us to put the terraformers on automatic. :P
Even I don't get that fed up with micromanagement
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