Beta 6.1 Strategic Resource Improvements

The strategic resource improvements need an overhaul.

The Durantium Refinery shouldn't yield Production because durantium is too common, making it very spammable. It should yield Manufacturing instead.

Antimatter Power Plant needs to be renamed to something else, such as Antimatter Reactor. Then Antimatter Containment can be renamed and a _______ Power Plant can be added to fix the tech tree.

Some ideas for reworking the strategic resource improvements:

 

Civ-Wide Bonuses

Durantium Refinery :  Manufacturing +50%, Civ-Wide Manufacturing +5%, +2 Level to Manufacturing

Thulium Data Archive: Research +50%, Civ-Wide Research +5%, +2 Level to Research

Antimatter Reactor: Civ-Wide Production +1, +1 Level to Everything

 

Level Bonuses

Durantium Refinery: Manufacturing +50%, Manufacturing +10%/Level instead of 5%, +2 Level to Manufacturing

Thulium Data Archive: Research +50%, Research +10%/Level instead of 5%, +2 Level to Research

 Antimatter Reactor: Production +10%, +2 Level to Everything

 

Adjacency Bonuses

Dyrantium Refinery: Manufacturing +50%, +2 Level to Manufacturing, Military, and Research

Thulium Data Archive: Research +50%, +2 Level to Research, Manufacturing, and Wealth

 Antimatter Reactor: Production +1, +3 Level to Everything

1,962 views 2 replies
Reply #1 Top

Kind of a nubie question, what do the plus bonuses do? I know that +2 does not double anything but I am not sure what the math is. I think I have seen it explained but I don't remember what it was.

For what I understand your suggestions seem way better than what they are now.

Reply #2 Top

Quoting Franco, reply 1

Kind of a nubie question, what do the plus bonuses do? I know that +2 does not double anything but I am not sure what the math is. I think I have seen it explained but I don't remember what it was.
End of Franco's quote

If it's +X production that you're curious about (as in with the bonus on the colony capitals, or for the Civilization Capital, or similar bonuses), then it's a flat bonus to the base production of the planet, which is then multiplied by your allocation and the appropriate output bonuses to determine a world's overall output. A planet's base production is

[production] = (1 + [production multipliers])*([flat production bonuses] + 2 *[population]^0.7)*f([approval])

f([approval]) is a piecewise function which is defined with a set of points in one of the game XML files (think it's GlobalDefs or something like that, don't remember exactly) which can be approximated by h(X) = 1+ X^3 + 0.25*X, where X = [approval rate expressed as a decimal] - 0.5. A +2 production bonus from a structure or technology would be included in [flat production bonuses].

To get the actual output of the planet, you would then divvy the production up according to the planet's settings and account for the bonuses.

[manufacturing] = ([flat manufacturing bonuses] + [manufacturing fraction]*[production])*(1 + [manufacturing multipliers])

[research] = ([flat research bonuses] + [research fraction]*[production])*(1 + [research multipliers])

[wealth] = ([flat wealth bonuses] + [wealth fraction]*[production])*(1 + [wealth multipliers]).

Each term "X multipliers" is the sum of all the +Y% to X output from structures like factories, labs, markets, etc, and from planet bonuses like the research pod colonization event and from starbase effects.

 

As far as how much of an effect it has? A basic Colony Capital provides +5 production, and planets can have ~5 population without farms if they're not the civilization capital. At an approval rate of 50%, this works out to 11 base production. Increasing this by 2 is an ~18% bonus to your overall output at that point. Once you start bringing higher populations into the picture, the overall benefit starts dropping off; for example, 10 population and a basic colony capital gives you ~15 base production, so for that a +2 production bonus is a ~13% boost to overall output.