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If you are going to build a road at all, I think it is best done before terraforming (except remove fungus or terraform level). For example, if you plant a forest first, I believe building a road takes more time than it would on just open ground.
There are many reasons one might have to revisit a square. It could be that fungus has overtaken. Or that your needs have changed, and a forest needs to give way to some other development. Or you may need to send military units to deal with a worm boil, or an enemy invasion. Or it may be time to improve the road to a tube. In an case, having the road makes it faster to deal with any of these things, since the unit can move and begin the improvement (or attack) on the same turn.
I also tend to deal with terraformers in packs that can generally complete the desire terraforming in 1 or 2 turns. It makes the management of their tasks a lot simpler and faster for me, and is much more effective than automating the formers. So if I am building forests, I generally use a pack of 4, less with WP, of course.
It does, however, add substantially to the cost of terraforming; in the case of forests, you end up spending 6 former-turns (1 to move the road-builder, a second to build the road, and 4 to build the forest) instead of 5, a 20% increase
But, I get the road built, which I want anyway. If I wait to build the road later, I will need to move a former back onto the square, costing an extra trun, and it will take longer to build the road after the forest has been planted.
I also get the value of getting the forest 3 turns sooner than I would otherwise get it.
And it is much less realtime consumed by me to play the game this way, which is an important consideration since I typically have at least 4 games going at the same time.
I have to revisit a lot of my squares at one time or another, particularly if there is rising water, which there almost always is, even if I keep my ecodamage to zero.
When I want to revisit a square to build a borehole or a mirror or to drill to aquifer or to raise land, I don't want to send a single unit and wait forever for it to happen. So I have typically packs of 4 or 6 or 8 formers (sometimes more) for these things.
Furthermore, as I move along my road to get to where I want to terraform, my pack moves at most 2 square down the road, and then builds a forest or farm or sensor or something. This takes me a little bit longer to get to where I want to terraform, but my formers are fully productive all along the way.
I have found that most multiplayer games end up dealing with a lot of rising water, particularly if AI is involved. Most AI faction seem to pay no attention to ecodamage. So revisiting square to raise them happens far more often than I would like.
Also, even with low or even zero ecodamage, I still get fungus spread and an occasional fungal pop. If I have a road already on that square, it is much easier to get a former pack to the square to get rid of the fungus and replace my original terraforming. Fortunately, speading fungus and pops do not damage the underlying roads or magtubes.
But this requires roads between the various mines and solar farms and such for this to work.
If I have a good network of roads, this kind of active defense is very doable.