Editing Subcore encoder
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In return, [[agrihand]]s can grow at least 10 colonists worth of food entirely on its own, [[cleansweeper]]s can keep a large base cleaned, [[lifter]]s save the trouble of having to haul everything, and [[constructoid]]s can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only {{icon small|steel}} 25 [[steel]]. The [[pollution]] cost can be managed - especially when you are sticking with just a few labor mechs. | In return, [[agrihand]]s can grow at least 10 colonists worth of food entirely on its own, [[cleansweeper]]s can keep a large base cleaned, [[lifter]]s save the trouble of having to haul everything, and [[constructoid]]s can build large sections of a large base. Militors are also potent combat bots that are cheap to create. These benefits, at least for the former 3 mechs, will last indefinitely until the mech is killed - and subsequently resurrected for only {{icon small|steel}} 25 [[steel]]. The [[pollution]] cost can be managed - especially when you are sticking with just a few labor mechs. | ||
− | [[Scenario system#The Mechanitor|The Mechanitor]] starting [[scenario]] begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to | + | [[Scenario system#The Mechanitor|The Mechanitor]] starting [[scenario]] begins with 5 basic subcores, in addition to a lifter and constructoid. Until you need to build more than 5 additional basic mechs, you can delay building the subcore encoder. |
== See also == | == See also == |