Prospective Posted October 28, 2004 Report Share Posted October 28, 2004 Hi all, More installation questions. I noticed that there are Science Centers, then Imperial Science Centers that can be built. Same for Science Labs, Outposts, Stations and Institutes. Each comes in an "Imperial" and a regular version. I'll bet you can guess my quesitons: 1) What is the difference between the two versions? 2) Does it improve chances of "successes" to build and Imperial and a non-Imperial version of the same installation? The descriptions state only 1 per system is beneficial, but why have an Imperial and a non-Imperial version if they are redundant? 3) If I build at the small end of the scale (Outpost at 500CM) then at the high end of the scale (Institute at 10,000CM) in the same system, am I wasting the 500 CM? In other words, is the chance of a breakthrough based only on the most advanced science installation in a system? Is having "smaller" facilities redundant and unnecessary? OR, does having an outpost, a center, a lab, a station and an Institute have additive effects? 4) Would the liklihood of a "success" be improved if I dropped a colony beacon onto the most inhospitable world in my system, then put a science installation there (rather than on the HW)? It does say that "Imperial Science facilities are best constructed on unusual alien worlds".... Thanks. Quote Link to comment Share on other sites More sharing options...
Ur Lord Tedric Posted October 28, 2004 Report Share Posted October 28, 2004 Hi all, More installation questions. I noticed that there are Science Centers, then Imperial Science Centers that can be built. Same for Science Labs, Outposts, Stations and Institutes. Each comes in an "Imperial" and a regular version. I'll bet you can guess my quesitons: Thanks. My best guesses! 1) What is the difference between the two versions? Apparently nothing 2) Does it improve chances of "successes" to build and Imperial and a non-Imperial version of the same installation? The descriptions state only 1 per system is beneficial, but why have an Imperial and a non-Imperial version if they are redundant? Yes, so we have been told, build all 10 for maximum effect 3) If I build at the small end of the scale (Outpost at 500CM) then at the high end of the scale (Institute at 10,000CM) in the same system, am I wasting the 500 CM? In other words, is the chance of a breakthrough based only on the most advanced science installation in a system? Is having "smaller" facilities redundant and unnecessary? OR, does having an outpost, a center, a lab, a station and an Institute have additive effects? No, all are supposed to help 4) Would the liklihood of a "success" be improved if I dropped a colony beacon onto the most inhospitable world in my system, then put a science installation there (rather than on the HW)? It does say that "Imperial Science facilities are best constructed on unusual alien worlds".... Yes, this is apparently the best thing to do - and even build all the science installations there - although that will probably give you some attrition problems. We can't give total assurance. We have done this ourselves and we do get breakthroughs - some of them with significant numbers of 'points' - and our scientists aren't yet that experienced! Chief Scientist to Ur-Lord Tedric Quote Link to comment Share on other sites More sharing options...
hobknob Posted October 28, 2004 Report Share Posted October 28, 2004 All of the science installations are supposed to be good system wide so you only need to send your scientist to the bad planets not the installations. Quote Link to comment Share on other sites More sharing options...
athonian Posted October 29, 2004 Report Share Posted October 29, 2004 which would be better? a facility on a different type of world each time or all facilities on the same world? Quote Link to comment Share on other sites More sharing options...
Dennarian Star Imperium Posted October 29, 2004 Report Share Posted October 29, 2004 Are legendary characters affected by attrition at colonies? If I drop a colony beacon and put no colonists down at all can I assign a scientist to the pop group and have him survive no matter what the attrition? Quote Link to comment Share on other sites More sharing options...
Locklyn Posted October 29, 2004 Report Share Posted October 29, 2004 You can drop your legendary character on a Gas Giant and nothing will happen to him. Wish the rest of our race was as sturdy as those fellas /Locklyn Quote Link to comment Share on other sites More sharing options...
Hughestrog Posted October 29, 2004 Report Share Posted October 29, 2004 Well, they are Legendary Characters after all :lol: These are the guys who diffuse bombs with seconds left on the clock...... Mind you, I take it that if a fleet that they're on gets sucked into a black hole, then it's curtains. Quote Link to comment Share on other sites More sharing options...
ShadowKitsune Posted October 29, 2004 Report Share Posted October 29, 2004 Legendary characters, in a game mechanical sense, don't count when it comes to attrition. They are single beings, while 1 unit of Population actually represents many beings. And even on really awful worlds, if the amount of Population present is small enough, no one dies, because of numerical round off (i.e. 0.48 units of Pop Attrition = no Attrition). Speaking of defusing the bombs at the last minute, I can't wait until Agents get truly intergrated into the game. Right now my Homeworld seems more like the Mad magazine cartoon Spy-vs-Spy ... -SK Quote Link to comment Share on other sites More sharing options...
Dennarian Star Imperium Posted October 29, 2004 Report Share Posted October 29, 2004 Ok here is one I am confused on. If I have a scientist in star system A and the pop group is in star system B. Do I have to physically move him ot star system B on a fleet , then put him in the pop group when the fleet is at the planet.. or do I just assign him there? Same thing for administrator types? Quote Link to comment Share on other sites More sharing options...
SargonKingOfSlith Posted October 29, 2004 Report Share Posted October 29, 2004 Your characters must travel from one star system to another on a fleet. You can then AC the character to any location in that star system. They have personal yachts that take them anywhere they want to go, except through a warp point. You AC a character to a world, not to a pop group. Their personal yacht also includes all the camping equipment you could ever ask for, so no pop group is necessary. As someone else mentioned, they can even survive on a Gas Giant. Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.