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- Newsgroups: comp.sys.mac.games
- Path: sparky!uunet!usc!ucla-cs!ucla-mic!MVS.OAC.UCLA.EDU!CSMSETS
- From: CSMSETS@MVS.OAC.UCLA.EDU
- Subject: Re: Pax strategies (Was:Letter to Changeling (long)
- Message-ID: <19921228144833CSMSETS@MVS.OAC.UCLA.EDU>
- Sender: MVS NNTP News Reader <NNMVS@MVS.OAC.UCLA.EDU>
- Nntp-Posting-Host: mvs.oac.ucla.edu
- References: <1992Dec28.170435.28205@ncar.ucar.edu>
- Date: 28 Dec 92 14:48:49 PST
- Lines: 20
-
- In article <1992Dec28.170435.28205@ncar.ucar.edu>,
- charlesa@niwot.scd.ucar.edu (Charles Albrecht) writes:
- >
- >An increase in Colony spending increases the reproduction rate of the colony
- >(see page 42, it's too bad they didn't repeat this on page 78). As soon as
- >I can get them, I'll use Seeds or Taxis (or Deliverers...) to colonize
- >other worlds. I can land them one turn and start developing on them the
- >next. Assuming I can afford it (one thing that could stop you), I'll
- >turn it into a Homeworld as soon as the population gets to be around 15,000.
- >
- >-Chas
- > charlesa@ncar.ucar.edu
-
- What I tend to do is use an Ark to move as many people as poss. and
- drop them off, build a port (makes them income producing , i.e. tax
- base) and start building factories as soon as I can afford it. See,
- once you build a port you are now making money off of them wheather
- you are mining or not, they are no longer a cash flow liability.
-
- --Ed
-