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Two minor production bugs

I have been browsing old threads on these two issues, and I have not found definite answers. Could you please verify or refute my theories?
1) What happens with your production when you send off colonists?
2) How is factory construction affected by Robotic Controls?

For the first one, I'm fairly certain that the game incorrectly assumes the production capability of all colonists to be 1 BC, so it immediately deducts 1 BC from all information displayed. If your colonists produce less than 1 BC then the production displayed is too low, if they produce more than 1 BC then it is too high. Actual production is accurate, though. This is why the eco information can change to both "Waste" and "+1 pop". You may have an adequate spending for a clean environment and still be informed that you're going to generate waste. If you care, you can probably get away with one click less on eco on turns where you send off colonists, provided that your planetology tech level is low.

Regarding robotic controls and factory costs, I have always had to pay the upgrade factories for all factories once discovered, even on new planets. When I reach 200 factories on a size 100 planet and I have RCIII the ind information changes to "Refit", but this doesn't seem to affect production in any way. I still produce the number of factories I could expect with the given allocation of ressources, none deducted for upgrading. I don't believe you have to upgrade existing factories either, though I'm not 100% sure on this.

EDIT: Forgot another one:

3) When you pour science points into a field that you have not yet started researching, the game deducts 10% of these, rounded up. This is usually a non-issue, but it helps explain why 1 RP never gets you started, as that 1 RP is eliminated every round without opening the field. It's also important not to pour a truckload of science into a new field, as that would amount to a small, but considerable, loss.
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*bump*

Anyone know the *exact* mechanics of the robotic controls and how they affect the cost of new factories and refitting?

*edit*
found http://realmsbeyond.net/forums/showthrea...ight=refit

which seems to explain it. Though what happens if you already have Controls III and research IV? Does it refit at current_pop*3 or current_pop*4?
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Well the refit happens at limit of prior tech so discovering Controls IV will show REFIT at current_pop*3. However the point in Catwalk's post is that the REFIT to upgrade factories to new Robotic Controls is shown but not actually charged (like the cost of transports).

For example take a planet with 100 pop (max) and 100 Factories with base IIT10 just discovering Robotic Controls III:

Guide says next 100 factories cost base 10 BC then REFIT 200 factories at 50% base then build 100 factories at base + 50% (total 3,500 BC)
Game actually just builds next 200 factories at base + 50% (total 3,000 BC)

So you are immediately charged higher factory cost and although game will show REFIT at 200 factories (pop*2) the original 100 factories never pay the upgrade cost, any investment in IND will just continue building new factories at new cost.

PS. Meklar, of course, do not pay higher factory costs.
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ah, I always assumed the refit was the cost the Meklar didn't have to pay, rather but that they still had to pay the full cost of new factories. I should pay more attention to all the numbers and not trust the manual!
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