Homeworld Mineral Concentration |
Mon, 27 October 2008 01:15 |
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When capturing an opponent's homeworld, in order to keep the 30% concentration homeworld bonus, do you have to pop-drop the world, or just recolonize it after all enemy colonists have bit the dust? The help manual doesn't speak of it, and neither has anyone else that I've been able to find.
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Re: Homeworld Mineral Concentration |
Mon, 27 October 2008 21:01 |
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Meaning that in longer-term games, even red HWs are valuable territory. Thank you all for your responses.
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Re: Homeworld Mineral Concentration |
Wed, 29 October 2008 03:39 |
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iztok | | Commander | Messages: 1206
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
Mynd wrote on Tue, 28 October 2008 02:01 | Meaning that in longer-term games, even red HWs are valuable territory.
| No really. HW's "mineral" value depends off the amount of mines a non-AR player can run there. In case of a red planet it's only 5% of mines he could run on a 100% planet.
BR, Iztok
[Updated on: Wed, 29 October 2008 03:42] Report message to a moderator
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Re: Homeworld Mineral Concentration |
Wed, 29 October 2008 12:38 |
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Ah, but it's at a much higher, constant concentration. And even if it's not as valuable as other worlds, there is certainly merit in denying such a resource to enemies who could use it much more effectively.
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Re: Homeworld Mineral Concentration |
Thu, 30 October 2008 00:37 |
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magic9mushroom wrote on Wed, 29 October 2008 23:40 | If there's HP TT CAs around, though, it most certainly is worth defending hard, because they'll get tens of thousands of minerals from it in a few years. So Mynd has a point.
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Have you ever seen one?
Those CAs that aren't outright banned are pretty much never allowed to take TT & even then, a CAs strength is in their fast start (no terraforming required) so why design a HP?
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Re: Homeworld Mineral Concentration |
Fri, 31 October 2008 16:45 |
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vonKreedon wrote on Sat, 01 November 2008 05:22 | I hate it when my memory betrays me. I have a distinct memory of attempting to RM a HW and having the HW permanently lose its (30) effective minimum. This was years ago when the Jeffs fixed it so that not every race could build a mineral fountain. Am I having a false memory, or did a later version change the behavior?
| Their fix was probably the requirement that the HW be colonised for the 30% minimum to apply, hence limiting the fountain to AR.
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