Difference between revisions of "Building Optimization (EU2012)"

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To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.
 
To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.
  
Ultimately due to limits in construction, you will never need more power than one Thermal generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.
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Ultimately due to limits in construction, you will never need more power than one Thermal Generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup.
 
On Normal or Easily difficulty, you can reach your energy requirements by having two Thermal Generators and one Elerium Generator. They do not have to be adjacent to each other.
 
On Normal or Easily difficulty, you can reach your energy requirements by having two Thermal Generators and one Elerium Generator. They do not have to be adjacent to each other.
This means Generator location only matters at the start of the game, when every extra unit of electricity counts.  
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''This means Generator location only matters at the start of the game, when every extra unit of electricity counts.''
  
 
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.
 
Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.
  
 
[[Category: Enemy Unknown (2012)]]
 
[[Category: Enemy Unknown (2012)]]

Revision as of 21:41, 23 October 2012

Your base is a 7x4 grid of spaces for construction. The center row is reserved only for the ACCESS LIFT, which leaves 24 spaces you can build on(though three start prebuilt). You cannot build at a level that does not have an access lift. While some squares may start empty, most will be filled in with rock, which must be excavated (taking 5 days) before any construction can begin.

Digging deeper costs more, but Steam Vents are usually situated further down; also, more dimensions allow you to take more advantage of Adjacency Bonuses earlier in the game. A good example is to build down to a steam vent early, build a Thermal Power Generator, and then build normal Power Generators adjacent to it to maximize the efficiency.

Adjacency bonuses are awarded once for each pair of facilities that are adjacent to each, which means that square formation is the optimal formation for facilities that have adjacency bonuses, since this is the only formation that will provide you with four adjacency bonuses per four facilities built. Since you have to build an access lift in the middle, you are left with space for two squares of facilities and 4 individual facilities on each side of the lift. No matter how tempting it may seem to build an optimal base like this, arranging satellite support, workshops, labs and power units in squares, the cost of such undertaking will be a huge deterring factor. Since you absolutely need workshop, power source and satellite facilities from the very game start, you would have to excavate to level 3 right at the beginning, which would cost you extra 4 power and $ 140 (effectively, $ 180), plus extra maintenance for the extra access lifts. Therefore, it makes sense to have one of the three to be built in another formation.

To get complete satellite coverage, the most economical setup is two Satellite Relays and two Satellite Nexus arranged in a square. However, if you build 3 SR and 1 SN in a square, you get support for 14 satellites. Since you need to support 16 satellites total, and on higher difficulties you are most likely going to lose countries, this seems to be a viable alternative.

Ultimately due to limits in construction, you will never need more power than one Thermal Generator and two Elerium Generators. They do NOT need to be adjacent to one another as you only need 105 units of electricity for the whole game. Early in the game normal generators are necessary, but always keep in mind your ideal future setup. On Normal or Easily difficulty, you can reach your energy requirements by having two Thermal Generators and one Elerium Generator. They do not have to be adjacent to each other. This means Generator location only matters at the start of the game, when every extra unit of electricity counts.

Your Foundry and Training School would be permanent fixtures in your base as they are required to maintain their respective bonuses. So make sure to design the rest of the base around their locations.