Power matrix not getting wealth bonuses when built on wealth resource.

Am playing  for and just built a power matrix on precious metals.  The power matrix adjacency is wealth, so I logically thought that wealth and gross income was the same. With precious metals the first green arrow means that what is built on that tile gets it. This is on an island, so outside precious metals it is connected to nonthing. It should be saying level two wealth. There is a second bonus from precious metals which means nonthing on a island. Something is adjacent. Plus one to research that I'm not getting anyway.

934 views 15 replies
Reply #2 Top

Power matrices are not wealth type improvements.

Reply #3 Top

Actually i have always wondered about this type of thing?

 

Not taking adjacency into account;

 

When it comes to planetary tile bonuses and what is the best structure to put on them?

 

For economic bonuses for example, should you put the economic capital on it or just a market or a bank? What about trade capital?

 

A manufacturing bonus, what is best on it? A factory? a manufacturing capital? or a duranthium plant?

 

What about when taking adjacency into account? say the bonus is on an outside tile that you cannot surround?

Reply #4 Top

Quoting exelsis, reply 2

Power matrices are not wealth type improvements.
End of exelsis's quote
My guess is you don't play the Yor it gives a bonus to population, manufacturing, research, and gross income because they breed differently, and don't have farms.

Reply #5 Top

Quoting admiralWillyWilber, reply 4


Quoting exelsis,

Power matrices are not wealth type improvements.

My guess is you don't play the Yor it gives a bonus to population, manufacturing, research, and gross income because they breed differently, and don't have farms.

End of admiralWillyWilber's quote

Exelsis told you right dude. It is classed as a Food Improvement:

    <InternalName>PowerMatrix</InternalName>
    <DisplayName>PowerMatrix_Name</DisplayName>
    <ShortDescription>PowerMatrix_ShortDec</ShortDescription>
    <Description>PowerMatrix_Dec</Description>
    <Icon>PowerMatrix.png</Icon>
    <BuildIcon>PowerMatrix_Build.png</BuildIcon>
    <ListIcon>PowerMatrix_Icon.png</ListIcon>
    <ImprovementType>Population</ImprovementType>
    <PlacementType>Food</PlacementType>
    <IsColonyUnique>true</IsColonyUnique>

Reply #6 Top

Ok I know that it is increased by population, so does that mean any other growth increase affects how long it takes to manufacture assemblies.

Reply #7 Top

Quoting Mystikmind, reply 3

Actually i have always wondered about this type of thing?

 

Not taking adjacency into account;

 

When it comes to planetary tile bonuses and what is the best structure to put on them?

 

For economic bonuses for example, should you put the economic capital on it or just a market or a bank? What about trade capital?

 

A manufacturing bonus, what is best on it? A factory? a manufacturing capital? or a duranthium plant?

 

What about when taking adjacency into account? say the bonus is on an outside tile that you cannot surround?
End of Mystikmind's quote

 

I can't see that it matters which building of a given category gets the tile bonus.  For example, a bank and a market both get the same 5% per level.   The devs seem to have settled on that as a basic model.  I have tried various combinations and what-ifs and because of the bonus mechanics, it all works out the same in the long run.  What matters more is the adjacency bonuses one building can put out to other buildings, and you want the higher bonus touching as many matching buildings as possible.  The Bank would be in the center of a cluster, or a Promethion Reserve, both if you're clever.  Add the Financial Capitol for a triad of tiles inside a big cluster and you have a lot of levels going on!  Having any of those buildings, or a Market, on a Wealth bonus tile gives an identical extra result.

I am sure there are exceptions.  One exception I know of and focus on is the Colonial Hospital and Food Distribution improvements.  Although both are food improvements, the Hospital gets 5% growth per level and the Food Distribution gets 10% per level.  That should affect their placement on bonus tiles if you are maxing things out.  Entertainment Centers and Farms get flat bonuses instead of percentages which changes things in a different way.  Etc.  

But for basic category buildings, after much trial and error, I gave up trying to minmax the adjacency according to building type on bonus tile, but by total levels granted across all hexes regardless of building type receiving the bonuses.  It saves me a lot of worry effort in planning high quality planets with lots of clustering.  If someone can show otherwise, outside of exception cases, I would love to see that.  Otherwise, that's my story and I'm sticking to it.

Reply #8 Top

^^^

It matters with the Hive.  +5% to gross production is three times as op as +5% manufacturing.

 

If you want the power matrix to get a wealth bonus, just add:

  <ImprovementType>Wealth</ImprovementType> after

  <ImprovementType>Population</ImprovementType>

and save it as a mod.  That it does not already have the wealth type is either by design or omission, and really doesn't matter when it's so easy to change.


Reply #9 Top

Hive was nerfed no longer gives Production but Manufacturing, like all the Production giving improvements were, so that a mute point now.

Reply #10 Top

Quoting admiralWillyWilber, reply 6

Ok I know that it is increased by population, so does that mean any other growth increase affects how long it takes to manufacture assemblies.
End of admiralWillyWilber's quote
From another post I just made:

Adjacency works like this:

An improvement gives adjacencies according to the defined types (list at the bottom of the tooltip).

But it receives adjacencies according to its type, which is displayed at the top of its tooltip. Healing pools give adjacency bonusses for approval and influence, but it is only an approval improvement and thus gets no bonusses from a snuggler colony for example.

The Social Matrix for example is a manufacturing and a research improvement and therefore also accepts both adjacencies. However it does not get double adjacency bonusses if an improvement gives both (e.g. antimatter powerplant), it only gets one (the highest one, I guess).

In addition:

the bonus an improvement gets is independent on which kind of adjacency it gets. The bonus it gets only depends on the improvement itself. For example a slave mill (drengin tech) allways gets +5% mnufacturing, +5% research and +5% food, regardless whether it gets it from research or manufacturing adjacencies.

So for you power matrices this means you get +5% W/M/R from any population adjacency. But no others, since the Power Matrix only has the improvement type population.

Quoting Mystikmind, reply 3

For economic bonuses for example, should you put the economic capital on it or just a market or a bank? What about trade capital?
End of Mystikmind's quote
Depends on the bonus the improvement gives. Bank gives you +5% Wealth per level for example and a Financial capital gives 10% per level. So it is the financial capital. If you are playing with very low economic slider settings and have a lot of trade routes, which go to this colony, you might also want to consider trade improvements.
Quoting Mystikmind, reply 3

A manufacturing bonus, what is best on it? A factory? a manufacturing capital? or a duranthium plant?
End of Mystikmind's quote
Durantium plant. Especially early in the game. The other two give +5% manufacturing, durantium gives +1 manufacturing per level. They are amazing. They work independent of planetary production, i.e. they are not affected by slider, approval, coercion etc. And, since their bonus is flat, it gets multiplied with all other manufacturing improvements instead of being added to them.
Quoting Mystikmind, reply 3

What about when taking adjacency into account? say the bonus is on an outside tile that you cannot surround?
End of Mystikmind's quote
Example I wouldn't put an durantium refinery on an isolated island. You can get a solar power plant and a factory next to, which gives the same adjacency to the durantium refinery, but an additional two to the solar pp and factory each.

Early in the game I would place emphasis on maxing adjacency on promethion reserve, durantium refinery and thulium data archive (they are awsome!). But once you reach like 100+ population, it doesn't really matter that much anymore.

Reply #11 Top

adjancency wasn't into the question. My original question was answered that the power matrix was a farming improvement. This was talking about resource improvement. Why would I place a power matrix on a resource improvement if it doesn't work. At this point thanks for answering my original question. Now as far adjancency bonuses it even works better than earlier they fixed that problem where buildings next to it was getting adjancency bonuses while it wasn't thus making a factory more powerful. Thanks Stardock for fixing the broken matrix. This doesn't mean you have to stop talking about adjacencies.

My new question that everyone side stepped was if a factory gets a bonus from a manufacturing bonus then does a power matrix gets a build bonus on it's assemblies from population growth considering it is a farming improvement. This is only talking about resource bonuses, not about adjacencies. Any talk about adjacencies is allowed, but will not answer my question which now has none thing to do about adjacencies. 

Spell checker messes things up.

Reply #12 Top

You are misunderstanding how all of this works.

Improvements have base stats, and levels. They get levels if terrain, tech, or surrounding improvements provide bonuses to an improvement type that the improvement carries. Each level provides stacking bonuses that are listed in the tooltip.

Power matrix is a population improvement, benefited only when adjacents or terrain provide bonus levels. The benefit of these levels is listed in the tooltip.

There is no such thing as a bonus on assembly growth.

I don't know what you think resource bonus means.

Every question you've asked so far in the thread HAS been answered, so if you don't understand something you need to say what that is. Everybody is just guessing here because you haven't explained anything fully.

Reply #13 Top

Wait I just asked for clarification, and you answered. Thanks, also I realized that, and that is why I wrote the above post.

Though on quoting on three I don't think a manufacturing bonus works with duranthium because of it boosting production not manufacturing. 

Reply #14 Top

Quoting zuPloed, reply 10


 

Quoting Mystikmind,

For economic bonuses for example, should you put the economic capital on it or just a market or a bank? What about trade capital?
Depends on the bonus the improvement gives. Bank gives you +5% Wealth per level for example and a Financial capital gives 10% per level. So it is the financial capital. If you are playing with very low economic slider settings and have a lot of trade routes, which go to this colony, you might also want to consider trade improvements.
Quoting Mystikmind,

A manufacturing bonus, what is best on it? A factory? a manufacturing capital? or a duranthium plant?
Durantium plant. Especially early in the game. The other two give +5% manufacturing, durantium gives +1 manufacturing per level. They are amazing. They work independent of planetary production, i.e. they are not affected by slider, approval, coercion etc. And, since their bonus is flat, it gets multiplied with all other manufacturing improvements instead of being added to them.
Quoting Mystikmind,

What about when taking adjacency into account? say the bonus is on an outside tile that you cannot surround?
Example I wouldn't put an durantium refinery on an isolated island. You can get a solar power plant and a factory next to, which gives the same adjacency to the durantium refinery, but an additional two to the solar pp and factory each.

Early in the game I would place emphasis on maxing adjacency on promethion reserve, durantium refinery and thulium data archive (they are awsome!). But once you reach like 100+ population, it doesn't really matter that much anymore.


End of zuPloed's quote

 

Thats interesting, thanks

Reply #15 Top

I just figured this out, because, of your original response if you order a build then highlight it will tell you if you get adjacencies, and how much it wouldn't  be that hard to figure out if you get the resource bonus. If you don't you can decide if you want to move the building. If I knew this when I made the post I would have never made the post, so to sum this up if you have any doubts read the highlights.