|
|
|
|
August 25th, 2001, 05:47 PM
|
Private
|
|
Join Date: Jul 2001
Location: Westbury, Wiltshire, UK
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Some Questions about Facilities
Hi
I was wondering about the Solar Generator Facility...Now according to the description it says it generates 300 of each resource per star. Does this mean that in a Binary system it generates 600 of each resource?
If so it doesn't seem as effective as a Monolith Facility which can generate more resources than a Solar Generator can. Is there any point to building Solar Generators or are they only useful in Finite Resources games?
The next question I have, is if you have the Psychic racial trait and you build the psychic training facilities, is there any point in building the normal training facilities?
The final question is, that once you've built the Robotoid Factory as well as a System Robotoid Factory for the resource bonuses, is it worth while building the individual resource facilities?
i.e. System Mineral Scanner, System Eco - Farms, and System Radioactives Collider.
Ciao
Shonae
|
August 25th, 2001, 07:03 PM
|
|
Lieutenant Colonel
|
|
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Some Questions about Facilities
1. Yep, and in a trinary it generates 900 each.
2. In a Finite Resource game, Solar Generators take away planet value. I learned that the hard way
3. Yep. If you have the Psychic facilities in system, and you have a 'Training World' with the Normal facilities, the ships will increase training by 6% per turn, since the facility abilities are different. One is increase training for sector, the other is increase training for system
4. No, the Robotoid Factory already has the abilities of the individual facilities, and only one per planet is allowed. The individual ones are still useful, if you have something like an all-mineral/organic/radioactive producing colony, since they are cheaper (build faster).
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
|
August 25th, 2001, 07:04 PM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Some Questions about Facilities
quote: I was wondering about the Solar Generator Facility...Now according to the description it says it generates 300 of each resource per star. Does this mean that in a Binary system it generates 600 of each resource?
Yep. Trinary systems are best, giving 2700 (3stars*3resources*300each) resources per facility per turn.
quote: If so it doesn't seem as effective as a Monolith Facility which can generate more resources than a Solar Generator can. Is there any point to building Solar Generators or are they only useful in Finite Resources games?
Solar Generators can be used best on planets with low value.
In a single-star system, planets with an average value less than 42% get more out of a Solar Generator.
In a binary system, planets with an average value less than 85% get more from an SG
In a trinary system, planets with an average value less than 128% get more from an SG than the monolith.
quote: The next question I have, is if you have the Psychic racial trait and you build the psychic training facilities, is there any point in building the normal training facilities?
Not really. The training probably stacks, but will only save you 3 turns in training time, at the cost of two facility slots.
quote: The final question is, that once you've built the Robotoid Factory as well as a System Robotoid Factory for the resource bonuses, is it worth while building the individual resource facilities?
i.e. System Mineral Scanner, System Eco - Farms, and System Radioactives Collider.
Hmmm. I don't think that these facilities stack, but it is possible that they do.
If they don't stack, there is no point in building anything other than robotoids, if you have the tech.
If they do stack, then go for it.
Remember, that unless you have at least 4 extractors being affected by a level 3 booster facility, it is not worth it.
__________________
Things you want:
|
August 26th, 2001, 01:11 AM
|
Private
|
|
Join Date: Jul 2001
Location: Westbury, Wiltshire, UK
Posts: 9
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Some Questions about Facilities
I found out in my games that Robotoid Factory and System Robotoid Factory do stack up, others that do stack up are:
* Citizen Databank Complex, System Citizen Databank
* Central Computer Complex, System Computer Complex
Ciao
Shonae
|
August 26th, 2001, 01:34 AM
|
|
Shrapnel Fanatic
|
|
Join Date: Feb 2001
Location: Waterloo, Ontario, Canada
Posts: 11,451
Thanks: 1
Thanked 4 Times in 4 Posts
|
|
Re: Some Questions about Facilities
That's cause they are system vs planet abilities.
Facilities with the same ability may not stack, but those with different abilities always do.
__________________
Things you want:
|
August 29th, 2001, 08:29 PM
|
|
Major
|
|
Join Date: Dec 2000
Location: Northern Virginia, USA
Posts: 1,048
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Some Questions about Facilities
quote: Originally posted by Will:
2. In a Finite Resource game, Solar Generators take away planet value. I learned that the hard way
WHAT????!!!! That doesn't even make sense. Why should a Solar Generator take away planet value in a finite resources game? Are the stars finite value too????
__________________
L++ Se+++ GdY $++ Fr C+++ Csc Sf Ai AuO M+ MpTM S Ss RRSHP+ Pw- Fq->Fq+ Nd+++ Rp G++ Mm++ Bb---
|
August 30th, 2001, 04:20 AM
|
|
Lieutenant Colonel
|
|
Join Date: Mar 2001
Location: Emeryville, CA
Posts: 1,412
Thanks: 0
Thanked 0 Times in 0 Posts
|
|
Re: Some Questions about Facilities
Well, that's what happened... fortunately, I was able to strike a balance with Value Improvement Plants and Nature Shrines. It was quite fun taking over the remaining AI with a single fleet after their homeworld values hit 0, while mine remained in equalibrium, even if they didn't generate too much. Solar Generator resources are better than 0 resources
This was an earlier beta Version though, it might be different now (someone else has to test it, my computer is MIA at the moment). I think I sent something in to MM about it, I sent it quite a bit over a few Versions. They used to be just as expensive as Monoliths! I just see them right now as simply using Solar power to extract resources.
__________________
GEEK CODE V.3.12: GCS/E d-- s: a-- C++ US+ P+ L++ E--- W+++ N+ !o? K- w-- !O M++ V? PS+ PE Y+ PGP t- 5++ X R !tv-- b+++ DI++ D+ G+ e+++ h !r*-- y?
SE4 CODE: A-- Se+++* GdY $?/++ Fr! C++* Css Sf Ai Au- M+ MpN S Ss- RV Pw- Fq-- Nd Rp+ G- Mm++ Bb@ Tcp- L+
|
Thread Tools |
|
Display Modes |
Linear Mode
|
Posting Rules
|
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is On
|
|
|
|
|