- Evolution factor: 0.2734 (Time 50%) (Pollution 32%) (Spawner kills 16%)
Too slow?
Not so much "too slow" and more "not dynamic enough". If you're a fairly new player and spawn in a desert with few trees you're probably toast once evolution actually kicks in, with little indication as to what you did wrong except "more of everything next time". On the flipside, if you're a veteran player, preplan your goals, spawn restart until you get a dense forest and have the patience to not burn it down immediately you can fight every single fight on your terms, if at all.British_Petroleum wrote:I've always thought the evolution was too slow, but i guess it's nice this way because it doesn't rush the player to get military improvements, so you can relax and spend time on your designs.
You're the kind of guy who stuffs his shoes with piled glass before running a marathon, because "hell, Marathon alone is not fun enough. And I'll run it backwards this time, just for fun"Marconos wrote:My preferred start. Desert, medium spawn area, high to very high enemy density and very frequent. No solar lots of coal. Without that the aliens are a yawn at best. With that, you can start having some fun!!
Mostly surrounded by desert, actually. Though according to the wiki, forests help reduce the spread of the pollution cloud, but don't affect the rate of evolution.Grendus wrote:The biggest question in my mind is what kind of spawn did you have?
For me, the whole point of electric furances is that you can put efficiency modules in them, greatly reducing smelting-related pollution.Rahjital wrote:Electric furnaces pollute more until you stuff them with efficiency modules, so you may have accidentally avoided some pollution by delaying the upgrade.
Electric furnaces produce less pollution from smelting, but far more pollution from using steam boilers. If you have solar power then it's a huge drop.For me, the whole point of electric furances is that you can put efficiency modules in them, greatly reducing smelting-related pollution.