You'll need to acquire some good supply of minerals though. The efficiency helps make up for the high good usage of bio trophy by making good jobs produce more. Their able to produce much goods and alloy efficiently along with science if you fit a few lab onto world. Machine empires have their ever marching rouge servitor that packs the % on faster than a couch potato eating couch potato. Mind you, you will need to fill all the open jobs first in all colonies/not build districts/deprioritize to make use of this overcapacity bonus. Lithoid hive could be used to eat the 1 mineral which I found hilarious. They also get 1 mineral for every unemployed and can have 1.5 research of each type with civic for unemployed. Every district they have gives them an extra job for world capacity. Their close proximity makes for easy use of starbase transport module to move balance pops around. Whats starting to be considered tall is habitat origin as can spam cluster them and overfill. Not that with new pop growth system you would fill every job in empire and still have a planet stacked tall. The latter is not feasible really but first option is. Or tall as in stacked hundreds beyond capacity. It also really depends what you consider tall. The beta sprawl change actually made wide more feasible. If they actually want to make Tall work it'll take more then what the beta has presented. While I didn't try Tall, Wide felt exactly the same. This may be changing in 3.3 with the elimination of admin cap from bureaucrat jobs and the rework of unity, though I haven't played the beta for it myself, so I can't say. OP, there currently is no such thing as a tall build for this game. That building's point is to buff the output of your alloy-producing jobs on that planet. How long has it been since you played? Most of your alloy production comes from industrial districts on forge worlds.
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