The power matrix is useless on specialised planets.

This is most likely a bug if the non resource power plants, or hives can receive adjacency bonuses from other buildings. I'm not talking about the capital that seems to work, like, before it would make sense on a island. Unlike before it works fine connected to the capital. Playing almost solely as the for I actually don't know if hives, and non resource power plants don't do the same.

If the power matrix doesn't receive adjacencies from the factories, research facilities, or wealth improvements that it is connected to. Yet let's say factories which they both have plus one bonuses do. Then if you want to take advantage of adjacencies then you wouldn't use the power matrix.

1,410 views 11 replies
Reply #1 Top

If you think there is a bug please CLEARLY and EXPLICITLY state what the bug is, including an example of expected vs observed behaviour. Otherwise, support is the wrong place for this.

Reply #2 Top

Ok to my opinion it's a logical bug. My logic would be to use the power matrix to supe up factories, research plants, or market centers. If I do this without adjacency bonuses working both ways then the power matrix is only useful on an island or by a capital, unless you don't specialise a planet. I find this fact annoying. The only way this is a logical bug if the hives, and everyone non resource power plants give bonuses one way, and basically all three doesn't work for specialisation. If power matrixes only give one way bonuses then this is a meeting bug. If I'm in the wrong place for reporting logical bugs then tell me where. A question I have is do power plants and hives only give adjacent bonuses, and receive none unless your by the capital too.

Ok I am explicitly stating that the power matrix needs to give, and get adjacency bonuses.

Reply #3 Top

The Power Matrix is a Population improvement (<ImprovementType>Population</ImprovementType>) therefore receives bonuses from pop tiles/adj.

The main reason for the power matrix is the synth population bonus it provides making it logically a population improvement.

It gives bonuses to Manufacturing/Research/Wealth (and pretty good ones with the upgraded versions).

 

So working as intended. The Yor are already op in mid/late game so I don't personally see a reason to change it.

 

If you don't like the way it works copy ImprovementDefs.xml to the mod directory and change it.

Change

   <ImprovementType>Population</ImprovementType>

To

   <ImprovementType>Manufacturing</ImprovementType>

if you want to make it a manufacturing improvement.
Add the line

   <SecondaryType>Research</SecondaryType>

to make it a dual spec building.

 

 

Reply #4 Top

Ok then it's  adjacencies are pretty useless.

I'm looking at the Terrans the bureau of labor is useless. I have less reason to build it ever.

Reply #5 Top

It gives +4 on the highest tier... and 8 pop. That is a pretty good improvement. Draw yourself a hex grid and try out what gives you the best stats for a couple of situations. like 6 factories around it vs 6 factories around a power plant. And every level it gets is 3 times as good as a level normal improvements get, since you get all three of M/R/W.

I haven't done the math, but given that it is probably still very viable to place near your manufacturing and research buildings.

Reply #6 Top

The bureau of labor building is a kludge to activate the production wheel for those who wanted it back. It serves no other purpose.

Reply #7 Top

This is not, in any way, a bug.

Reply #8 Top

I'm actually started a game with the terrans last night to test first tier against each other. 

Reply #9 Top

Quoting quote five assuming you get six quos without backwards adjancencies i lose thirty percent manufacturing to get ten percent research and ten percent wealth you still lose ten percent. Well when i get done playing terrans and a few others i will see if everyone equivalent is set up for non specialisation. 

Reply #10 Top

ok, bad example. Forgot the Yor have no normal power plants. Compare it to having another manufacturing yor in the center. You get -6/0/6/12 total adjacencies depending on tier of the matrix improvement considering it doesn't get bonusses.

So yeah, maybe don't put it in a high adjacency spot at the start but terraform stuff around it so you can add stuff when you have higher tiers of the matrix later in the game.

Reply #11 Top

Ok gameplay wise it is a pop cap food improvement building. secondary it gets bonuses to research, mamufacturing, and wealth. It seems to only get bonuses from population, but the bonuses it receives are research..., not population. It's adjacencies are research... that I guess is not broken, but hard to apply power matrix.