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Nature Shrines and General Planetary Improvement
Has anyone else been as confused as I have about how Nature Shrines work? I always assumed they stacked, like Climate Control and Value Improvement facilities. In one of my current games, I have a system which has 77 Nature Shrines (I wonder who's winning that game? http://forum.shrapnelgames.com/images/icons/icon7.gif ), and no planet has gone up more than 3%/year.
On a side note, I also had heard that 5%/year=once every two turns. In my experience, neither climate or value changes on any turn except .1 turns. |
Re: Nature Shrines and General Planetary Improvement
I do not think they stack however you can also use the other facilitys to help out (hehe me too)
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Re: Nature Shrines and General Planetary Improvement
It should work like all other bonus facilities.
1. Most Planet facility bonuses do not stack, only the best bonus is used. (Except for Value and Climate by deliberate design) 2. System facility bonuses do not stack, only the best bonus is used. (oops, they did not exempt racial trait system wide Value and Climate facilities) 3. Your best planet bonus facility should stack with your best system bonus facility. The only confusion before Gold Patch 2 was the ship training facilities, a sector bonus facility. You could have a planet and moons in the same sector. They used to stack. Q. Does the Pyschic training facility (system bonus) stack with the normal training facility (sector bonus)? [ November 22, 2002, 23:40: Message edited by: Wardad ] |
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Re: Nature Shrines and General Planetary Improvement
System and Sector training facilites do stack. AFAIK, sector facilities on different planets also still stack, but was to be fixed. (Or maybe was just wished to be fixed in some thread.)
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Re: Nature Shrines and General Planetary Improvement
Ok: here's the lowdown on facility stacking for you:
1) Nature shrines are ONE PER SYSTEM EFFECTIVE. 2) Value improvement plants are FULLY STACKABLE. 3) Conditions improvement are FULLY STACKABLE. 4) Training facilities TAKE HIGHEST VALUE on a planet or vehicle. They then WORK INDEPENDANTLY between planets/moons. #4 could use some clarification: NOTE: Some of the following facilities do not exist in the unmodded game, and are here to highlight features of the system. EG: A planet has two Training facilities: one rated at +1%/30% max and one rated at +3%/10% max. That planet's moon has one Training facility rated at +3%/20% max. The planet's facilities are combined to produce an overall effect of +3%/30% max. 1) A ship sitting in the sector will recieve +6% training per turn for 3 turns. Total: 18% experience. 2) On turn 4, the ship will recieve only 5% experience: 2a) The moon's training facility gives +3%/max 20%, thus adding 2% to get a total of 20% 2b) The planet's facility then adds 3% training to get 23%. 3) Turns 5 and 6, the ship recieves 3% training: Total: 29% experience. 4) Turn #7, the ship gains only 1% experience, and reaches the final max of 30%. Q: Is it possible for step 2 to work the other way, and have the planet give its increase first, which makes the moon's increase useless? A: Possibly. I haven't done enough testing to work out the timing details. I suspect that the facility with the lowest max is applied first. Any Questions? |
Re: Nature Shrines and General Planetary Improvement
Remote mining decreases a planet's value, right? So is it possible to mod a component to put on a ship that increases the planet's value?
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Re: Nature Shrines and General Planetary Improvement
No. It is hardcoded to reduce value by 1% per mining ship.
Unless you toggle the "Remote mining reduces planetary value" to false in settings.txt, of course. |
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[ November 24, 2002, 04:19: Message edited by: Imperator Fyron ] |
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