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195 lines
14 KiB
Plaintext
195 lines
14 KiB
Plaintext
Episode: 4050
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Title: HPR4050: Playing Alpha Centauri, Part 5
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Source: https://hub.hackerpublicradio.org/ccdn.php?filename=/eps/hpr4050/hpr4050.mp3
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Transcribed: 2025-10-25 19:02:29
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---
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This is Hacker Public Radio Episode 4,050 for Friday the 9th of February 2024.
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Today's show is entitled, Playing Alpha Centauri Part 5.
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It is part of the series' computer strategy games.
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It is hosted by Avonca and is about 19 minutes long.
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It carries a clean flag.
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This summary is Part 5 of Tips on Playing Alpha Centauri.
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Hello, this is Ahuka, welcoming you to Hacker Public Radio in another exciting episode
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in the computer strategy gaming series I've been doing.
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And what we're going to do today is wrap up our look at Alpha Centauri.
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I want to start by taking a look at the whole idea of happiness.
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Now, as we've mentioned in this series, the key to all of the 4x games is to keep a balance.
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And one aspect of this you see in pretty much all of these games from the first civilization
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on is to keep your people happy and productive.
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It may look different or have slightly different mechanics in one game versus another,
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but you will probably find it is there in any 4x game.
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Now, in Alpha Centauri, this takes the form of drones and drone riots.
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Drones are the unhappy citizens, and they stop working and producing,
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which in itself is bad because they will eat your food and give nothing back to your base.
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Happiness can be affected by some faction-wide choices,
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but it's always applied on a base-by-base basis.
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Now, to see how this works, you need to go to the base screen and click the psych button.
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This will show you how the citizens of your base stack up.
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Initially, you will only see a top line for unmodified,
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which just gives you a look at your raw numbers before any modifiers are taken into account.
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Now, modifiers can come from facilities, from your spending budget,
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from police, from the game level, and from some secret projects.
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These can reduce or increase the number of drones in their tools that you will want to make use of.
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And if you're ready to pay a price, there is nerve stapling.
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Drone riots will occur at any time if the number of drones exceeds the number of talents in a given
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base, so you can either decrease the drones or increase the talents to stop them.
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So, let's take a look now at some of the facilities that you can build.
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And this is one way to increase happiness.
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Remember that there's costs involved.
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You have to spend minerals to build the facility,
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and then you have to spend energy to maintain it.
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So, the first is the gene jack factory.
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This increases your minerals by 50%.
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But you get one more drone and you're more vulnerable to mind control.
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So, this is a way of increasing production.
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But, you know, you might think of it as you're pushing the workers harder and they resent it.
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A hologram theater.
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This increases your psych rating by 50% and quells two drones.
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Now, note that psych has an indirect effect as well.
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It can convert a worker into a talent and some talents can quell drones.
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Or if there are no workers at the base, it can convert a drone into a worker.
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Now, the hologram theater is expensive to maintain, though,
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because it has a maintenance cost of three.
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So, if you don't have a deep treasury, you might want to look for another way of doing it.
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Paradise Garden is going to give you two extra talents at the base.
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Punishment sphere.
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This quells all drones at the base, but eliminates all talents and adds a 50% penalty to research.
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But, it can be useful in some situations.
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Recreation Commons.
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Now, this quells two drones and only has a maintenance charge of one.
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That makes this almost a mandatory build in every base.
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And you get it pretty early.
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So, it's a good one to slot into your build queue.
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Research Hospital.
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This quells two drones, but again, this one has the maintenance cost of three,
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just like the hologram theater.
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So, unless you have a deep treasury, you got to really think about this one.
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When looking at this or the hologram theater, it is worth thinking about your overall strategy
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in terms of wide versus tall.
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A wide strategy is to build a lot of bases and grow them slowly.
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In this case, putting a high maintenance cost facility in each base will cripple your economy.
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But a tall strategy of building fewer bases, but making them huge,
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such as from using crawlers to gain added resources,
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lends itself nicely to using these facilities.
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With large populations, in fact, they're really necessary.
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But because there are not as many, the cost is less of a problem.
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Now, the tree farm, this gives you a 50% bonus to psych.
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And, you know, that psych is a general thing that measures how happy people are.
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So, you know, if you increase your psych rating, that is going to indirectly reduce drones.
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Okay, police.
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Military units at your base can also function as police, but there are limitations.
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First, you need to look at your base police rating for your faction.
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You can see this in the social engineering screen in the HQ menu.
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Now, what you want to do here is be aware of how your choices affect your police rating.
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You will start out with a basic rating, which can vary by faction.
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And then you can modify that by your social policy choices.
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Like police state in the politics session is good for plus two police.
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Free market in the economics section hits you for minus five on police.
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In the late game, when future society options start to appear cybernetic is minus three to police,
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while thought control is plus two to police.
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You can then figure out basically how much you can do with police using this list.
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Okay, so here's how it works.
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Minus five means your base has two extra drones for each military unit away from the territory.
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All right, and that's going to kill you if you're in a vendetta with another of the factions,
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because if you have military units in their territory, you're going to have drone problems
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really fast. A minus four rating means one extra drone for each military unit away from the
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territory. Minus three is one extra drone for each military unit away from the territory
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after the first one. So the difference between minus three and minus four is with minus three,
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you get one freebie, and then it starts killing you.
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With a minus two rating, you cannot use military units as police at all, and you cannot do any nerve
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stapling. Minus one rating, you can have one police unit allowed, one military unit functioning
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as a police unit, but no nerve stapling is allowed. A rating of zero, a neutral rating,
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you can use one military unit as police. A rating of one, you can use up to two military units as police.
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A rating of two, you can use up to three military units as police.
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And a rating of three, you can have three units as police, but the police effect is doubled.
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Also, as you discover new technology, you can get the ability to construct military units that
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employ non-lethal tech, which increases your police capability. I suppose that's things like
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tasers. Now, there are a few conclusions one might draw from this.
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First, if you're planning a tall strategy, a few bases, but grow them large,
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going to war will be more difficult. You'll want your units out fighting, not sitting at home,
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pulling garrison duty and policing your drones. And large bases generate more drones in the
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raw numbers before modifications. A better strategy, if you're going for war, is to build wide,
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build lots of bases, and have each one only support a few units.
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And some factions are better than others for going to war. Now, Santiago of the Spartan
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Federation is obviously a good choice here. But in addition to that, the hive is also good,
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because they have the basic police state orientation. And not only that, but in the case of the hive,
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each base that they build automatically come with perimeter defense, which is useful as well.
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Miriam of the believers is also good, because her followers are all fanatics, giving them very high
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morale. On the other hand, Morgan is a more difficult choice. He is a natural for free market
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economics, which penalizes your police options. Lady Deardery is in the middle. She fits better
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with a green economy, which has no police penalty. Now, note that if you have too many units from
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one base and you get drone problems, you can re-home those units to other bases, as long as those
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bases still have some room to support. Now, to do that, you just move the unit to the base that
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you want to be its new home, and then hit control plus H, and that re-homes the unit.
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Now, game level affects this as well. Anytime you build a base and your population begins to
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grow, at some point, drones appear. But when this happens is determined in part by the game level.
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Now, I say in part because we're not taking into account any other modifiers. This is purely what
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the game level does. So, if you start at the lowest level, which is citizen, you can have up to six
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people before drones appear. The next level up specialist is five people. Next level talent is four,
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then librarian is three, thinker is two, and transcend is one. Now, you can find a complete list
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of the game levels in your characteristics at the Alpha Centauri Wiki, and there's a link in the
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show notes for all of that. Now, secret projects can affect this. If you build the aesthetic
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virtues, that's plus one to police. If you build clinical immortality, that's one additional talent
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in every base. Human genome project, one additional talent in every base.
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Longevity vaccine, one less drone at every base if you have simple or green economics,
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two less drones if you have planned economics. If you have the planetary transit system,
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that is one less drone at any base size three or less.
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Now, if you're at a very low game level, that's not going to matter at all, but at the higher levels,
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it can be important. Self-aware colony counts as one extra police at every base if you were allowed
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police, and that depends on your police rating as we saw above. If you have the telepathic matrix,
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your bases never riot. Now, that's good, because when they riot, they tend to destroy
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facilities that you've built, and so you have to rebuild them. And if they destroy a facility
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that produces psych, i.e. happiness, you can see how it just becomes a cycle that's very difficult
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to get out of. Now, if you build the virtual world, all network nodes count as free hologram
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theaters. That's very significant, because as we saw, the hologram theaters have a maintenance
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cost of three. So, network nodes are something you would probably mostly build for the sake of science,
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but you know, they can also help you hear if you have virtual world.
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Next, you're spending budget. That is going to influence all of this. Now,
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you're spending budget is set in the social engineering screen at the HQ menu and is divided into
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economy, psych, and labs. Now, what you do here affects all of your bases equally. You can use the
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arrow buttons to change the spending in increments of 10% of the total. Initially, you'll have your
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budget divided between economy, 50%, and labs, 50%. And that's the default setting when you start
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the game. And that's not a bad division, in a lot of cases, at least early in the game.
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But as your number of bases increases and each one gets larger, your drone problems will also
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increase. Now, if you've paid attention to building up a healthy cash flow from your energy sources,
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such as by building solar collectors on every farm tile, you should be able by the mid-game to
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divert some of that to psych. If your economy is really good, you can take the first hit from the
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economy portion, making your budget a 40, 10, 50, 40 economy, 10 psych, 50 labs. And why would you
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do that? Because if you can keep your labs going, that maintains your science advantage.
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Now, if you need more and your head on research and generating lots of it, every turn from your
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from your facilities, take another chunk from labs and set your budget to 40, 20, 40.
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It's only your cash, i.e. energy, that you are spending here, not your minerals. So you can
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continue building facilities and units. But what you want to watch out for is facility maintenance,
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which is paid for in energy. And if you need to, you can always set one or more bases to convert
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minerals to energy by setting your build queue to stockpile energy. This is a bad thing long term
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because the rate of exchange between the two is not terribly great. But as a quick fix, it can
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be very helpful. Now, we've mentioned nerve stapling. And this is a procedure that instantly ends a
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drone riot and stops it for 10 years. But the effect does wear off and pretty soon you won't be
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able to repeat it. It is considered an atrocity and will result in other factions putting sanctions on
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you. But if you have repealed the UN charter, you won't get any sanctions. And if that's your aim,
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Yang will always be in favor. Yang is the leader of the hive. Personally, I avoid this, but it's in
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the game if you want to try it. So summary. Even at the lowest levels, you need to pay some attention
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to happiness in managing the drone problem. But if you were just learning the game and starting out
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at the citizen level, you should be able to experiment with these techniques without too much trouble.
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But at the thinker or transcend levels, you will need to be laser focused on this from the very
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beginning. Considered that you need to add bases to be successful and that means building colony
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pods. And each colony pod reduces the base population by one. So just to produce a colony pod,
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you have to at least get your base up to size two. And at the transcend level, a base with size two
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will go into a drone riot and stop producing anything. So you need to be very careful.
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If you have cash, you can get the colony pod mostly built. And when the population grows and the
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drone riot happens, you can hurry the build by spending the cash, i.e. energy, to complete it,
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which should also bring your population back to size one and the riot. Now that's the hardest
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possible level. But even at the middle levels, like talent or librarian, you will need to be tweaking
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your happiness to prevent drone riots all the time. So get to know how all of these tools work.
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Now finally, I hope this discussion has fired some people to check this game out.
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In my opinion, it made some important advances and has a richness of gameplay that makes it worth a
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second look. I tend to think of Alpha Centauri and Civilization III as basically two alternative
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paths to advance beyond Civilization II. And in some ways, Alpha Centauri is the more interesting path.
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But Civilization III is also pretty good, and that's where I want to get to next.
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So this is Ahuka for Hacker Public Radio, signing off and is always encouraging you to support free
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software. Bye-bye!
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On the Sadois status, today's show is released under Creative Commons
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Attribution 4.0 International License.
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