Logically it just doesn't work out, reality they just cancel each other. Are these 2 bonuses supposed to be able to show up on the same planet?
It's very rare occourance Just like having a silly High Security Protocal and a + tradeing income bonus.
It's all in the roll of the dice. Planets can have up to 2 random bonuses from a list of bonuses. So, once in a while you end up with something like this
Saw something like this last week. I'm posting this on the Mod part of the forum, see if they can look at it. Here's a link if you want to see what they say.
On a somewhat related note, I had a planet with "Solar Proximity" bonus that was furthest planet from the local star in that system.
That last one might be answered simply by saying that distance in phase space has no correlation with distance in three dimensions. Just because a planet is relatively further away by phase travel doesn't mean it's relatively further away by travel in three dimensions. That would also explain the anomalie of why all the planets in a star system couldn't be mapped out just with standard astronomical equipment without having to be explored manually; just because they're there in three dimensional space doesn't mean they're accessible via phase space.
But anyways, lore-based speculation aside, all the bonuses are just randomized occurrences. Just how it was programmed.
I don't think it's a problem, planet bonuses are just a bonus or something else to deal with IMO. I can understand some conflicting bonuses being on some planets, had some before where one kinda cancelled out the negative of the other but I still get the good side. But this one is a straight up cancellation all the way around lol. Not just in game mechanics but logically... how does a planet manage to have a dense molten core and a porous core at the same time? lol.
Not that big a deal, and deffinitely not an issue with the game. Was just wondering if those two were supposed to be able to show up on the same planet. Like I said not a problem and, not complaining about it, just means now I have a planet that makes geologists in my empire go WTF? lol
It's a dense molten core, which has been devoured through by enormous planetary scavenging behemoths. How the planet is habitable at all is a mystery in of itself.
I've seen that exact same thing. I just chuckle a little bit when I see it.
Yeah i have run across it a few times.
I just usally smile and take a sec to try and figure out how you could explain it ScFi style. Then contiune on enjoying the game.
Okay, I have to say I don't even notice the + / - gravity well even having any affect. What does it change? How far 'out' you can build structures? How big the 'game space' is around planets? Or how close you can jump in and out of the gravity well? Because for the life of me even if I change it to -100% it still doesn't look any different.
This talk of bonuses had me thinking. I wish we had a diplomatic or Archeolagy frigate. That you coudl sue to scan planets to determine what the bonuses will be, so you know if its worth to upgrade or not.
If you really want you can just save the game, upgrade, and then reload. They're only random insofar as what bonuses are assigned to what planets, and is determined when you start a new game. However, this really is just cheating I guess, and the entire point of not knowing what there is is the risk of 'exploring'. For that matter, the cost of exploring the planet *IS* the cost of you sending out 'archeolagy' frigates across the planet scanning.
Multiplayer dude. You can't gamble with resoruces like that in multiplayer cause you will lose. And the frigate would be reusable, it only uses antimatter to investigate the planet like a colony frig sorta.
It just happened to me yesterday after I read this thread! obiously I took a screenshot. I will post it shortly.
The funny thing is that after i read this thread. I went to play and game and I got a conflicting planet bonus.
is there a list of all planatary bonuses in the the game
not yet, but now that you have said it by the Fourth law of internet thermodynamics there will be one up in the next 3 days.
Edit: I have just broken that law lol
-Dense Molten Core Gravity Well Radius +33% -notes: You'll see this bonus when you officially discover the plant; no colonization necessary. It has little effect on your gameplay.-Entertainment Hub Cultural Spread Rate +10% Tax Income +1.0 -notes: Build a broadcast station on this planet to fully utilize its benefit. This bonus is great for increasing planet allegiance, waging culture war, or just getting a little extra cash. It also seems to appear fairly regularly, so you'll probably be able to utilize it often.-Expert Agrarian Society Trade Income +10% -notes: Not much, but better than nothing. You'll get a slight trade income boost, so be sure to save some logistics slots for a trade port on this planet.-Expert Crystal Miners Crystal Extraction Rate +50% -notes: Excellent bonus, especially if the planet has two or more crystal asteroids. This can seriously boost your resource intake for that planet.-Expert Metal Miners Metal Extraction Rate +50% -notes: Exactly like Expert Crystal Miners except for metal. Enjoy the bonus income and be sure to use it well.-Habitable Cavern System Max Population +15 Planet Health +500 -notes: This is a great bonus, and it requires no work on your part. Just enjoy the increased tax income and planetary health.-High Security Protocol Tactical Slots +5 Trade Income -20% -notes: Nice if this is one of your front-line planets, otherwise it's kind of a pain to lose out on the trade income. Still, 20% won't take a huge chunk out of your trade, so don't be too discouraged from building a trade port on this planet if you need credits.-Ionic Storms (Volcano Only) Max Population -20 Trade Income +10% -notes: This bonus is similar to Mega Fauna, but less useful. The -20 to population will bring your max population down to around 10 without any techs like the Vasari volcanic adaptions. You also don't get a significant increase to trade, meaning you're probably losing more money on taxes than you're gaining through the increased trade. Be sure to build a trade port here and to fully upgrade the population limit to minimize the effects.-Kalanite Deposits Trade Income +20% -notes: Another useful bonus. Just build a trade port here to take advantage of the increased income.-Massive Pure Glaciers Trade Income +30% -notes: Build a trade port here! 30% is a huge boost, take full advantage of it.-Mega Fauna (Ice Only) Max Population -15 Trade Income +25% -notes: This bonus can be a pain because it initially drops your ice planet's population to 0, but a few planet upgrades will fix that. On the up side, you get a good increase to your trade income; be sure to take advantage of it to make up for the lack of population and taxes.-Natural Thermal Lifts (Desert Only) Structure Build Rate +25% -notes: You can't argue with this one. The benefit isn't much, but it increases your build rate and lets you get your orbital structures built quite a bit faster.-Penal Colony Structure Build Cost -20% Structure Build Rate -30% -notes: This bonus is a blessing and a curse. On the up side, your structures around this planet are cheaper. The downside is that they take longer to build. Still, this bonus can be useful if you're short on resources but can spare 5-10 seconds.-Persistent Dust Storms Population Growth -25% -notes: Kind of annoying, but not too big of a deal. You population will increase more slowly, so you'll want to protect this planet from bombardment in order to keep your taxes up.-Plundered Booty (Pirate Base Only) Tax Income +3.5 -This may seem like a great bonus, but you have to take into account that a pirate base doesn't support any population, so it has no other income. This bonus is the only thing that makes a pirate base really worth capturing.-Porous Core Gravity Well Radius -33% -notes: Like Dense Molten Core, you'll know about this bonus once one of your ships jumps into the planet's gravity well. It's not a big deal, just ignore this bonus. It won't seriously affect the game.-Roiders Outpost (Asteroid Only) Metal Extraction Rate +20% Extra Constructors +1 -notes: This bonus is extremely useful. You can quickly build all your defensive structures with an extra constructor ship, and the increased metal extraction can really boost your income if the planet has a few metal asteroids.-Spice Trade (Desert Only) Cultural Spread Rate +5% Trade Income +10% -notes: This is a slightly different version of the Entertainment Hub. Be sure to take advantage of both bonuses by building a trade port and a broadcast station.-Tundra Farms (Ice Only) Max Population +25 -notes: This is a nice bonus that doesn't require any work on your part. Once you find it, sit back and enjoy the extra taxes.-Weapons Test Facility Max Population -20 Tactical Slots +8 notes: Losing the populatin can be annoying, especially on low population planets like Volcanic worlds. However, if this planet happens to be in an area where lots of enemy attack and pirate raids happen, the extra tactical slots can be really useful.-Data Archive Research Cost Decrease -25% -notes: This artifact can really help you get ahead early on and keep down the cost of those expensive technologies later on. Consider yourself lucky if you happen to be its owner.-Jump Drive Relic Between Star Phase Jump Speed +50% -notes: Great for large maps, worthless for many 1v1 maps since they generally have only one star anyway.-Jump Field Generator Phase Jump Anitmatter Cost -30% -Possibly the most useful artifact for someone trying to attack enemy planets or defend his own distant holdings. This artifact decreases the ammount of antimatter lost in phase jumps, so you can begin unleashing abilities faster upon arrival or use more of them. Also nice for the expanding empire since you won't have to wait as long for your colony ships to replenish their antimatter to colonize.-Kinetic Intensifier Damage Increase +12% -notes: Decent damage increase. This artifact will give you a nice edge in combat throughout the game, especially as you start to increase your damage via techs.-Manifest Dominion Culture Spread Rate +25% Culture Resistance +10% -notes: This artifact is great once the broadcast stations start going up. You'll be able to spread your culture more quickly and resist enemy cultures. If you don't have any broadcast towers when you find this, build some right away.-Phase Accelerator In-system Phase Jump Speed +50% -notes: This is an excellent bonus no matter what race you are or where you're playing. The increased jump speed lets you mobolize your fleet more quickly, letting you get to your planets to defend them before your enemy can do much damage. Anyone whose empire is spread out across a star system should really enjoy the benefits of this artifact.-Power Core Relic Antimatter Regeneration +10% -notes: Especially useful when you have capital ships and colony frigates jumping between planets constantly. You'll enjoy the benefits of this the entire game as it lets you get off more special attacks with your capital ships.-Relatavistic Factories Ship Build Rate +25% -notes: Great when you're trying to build up your army, but you won't find it as consistently useful as some of the other artifacts.-Resilient Metaloids Hull Repair Rate +15% -notes: Again, a very useful artifact. Your ships will survive a little longer and will be ready to re-enter combat more quickly.
You forgot space ponies. Other than that nice job on the list lol.
The Entrenchment expansion added 3 new artifacts. The only one Ive seen is Organic Planetary AI which globally icnreases planet population and growth. However, there are a total of 12 artifacts now.
Really??? Mmmm...time to make a map with 100 artifact chance!!!
lol one time i got a dead asteroid with a expert metal miners or something like that on it
Speaking of, can't wait for Entrenchment to be released so I can play it with Sins Plus (once some wonderful person converts it over).
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