There should be at least some reasonable connection between the generated map tiles of a planet and the values listed in the corresponding popup on the main map window... At least at the moment there are cases where these don't make any sense.Best map for a research core world of several I had (multiple arctic tiles all connected as one big area, and even another "+3 research" tile connected to that) ....why ist it found on a planet labeled as "0 Technology Input"...?!
Result: doesn't matter what you build on those nice tiles, as long as all bonus seems exclusively percentage based, you will not get any research done here on this world at all.Some other worlds on later maps in comparison had ratings of 3 or even 4 "Technology Input" and did not own even a single tile with a research bonus of any kind.
Agree. It would be nice with at least some correlation there.
Yeah this was a bit weird, it kinda makes sense when you compartmentalize the features in the sequence; the laborers, the raw resources and the means of production, a production chain. The intention seems to be to abstract the raws and allow you to adapt your planet to your needs, BUT at this point it's just implemented incomplete/oddly, the controls for controlling the resource abstraction are very incomplete, there's no way to direct a planet to a specific planet or manage supply lines of particular resources and i think that's what this concept is tentatively approaching, it's just that at this stage it's the simplest implementation - just proximate resource, which to me defeats the purpose of the implementation, but might just be temp. I'm hoping the abstraction is the goal and it's just in the forming phase. I wish there were some "goal" draft docs around we could check out though.
This is a must fix for Gold if not Beta. Frogboy did say that they were going to fix it so that you had an improvement that added at least a +1 science instead of a % so that you could use these planets properly. Someone else suggested turning a citizen into a scientist should add a +1 to base not a % and that also seems to make sense.
Planet tiles value vary based on the resources of the planet. A +3 Wealth tile on a planet with 6 Wealth, surrounding by wealth boosting tiles is a dream. A +3 Wealth tile on a planet with 1 Wealth is medicore at best (in fact Im probably going to use it for something else).
The interaction between planet tiles and resources is intentional. Though we can do some work to help correlate them (just because its fun when that correlation happens). For example Mountainous and Jungle worlds which tend to be high Weath should also be more likely to have Mountainous tiles (which provide wealth bonuses). etc.
We will definitely balance along those lines.
But. It doesn't mean that 0 tech planets (for example) wont have research boosting tiles. Part of this is just the curse of random, to have good, you must have bad. But there is another reason as well. The tech a planet has isn't just the base planet, from from all the colonies that feed into it. A planet could have 0 tech but with a couple high tech colonies that +3 Research tile could become very valuable.
Derek - I understand the "Random" logic creating the 0 tech situation, but I still think there needs to be a mechanism to be able to get those planets to a base of 1 if we truly think they should be made into a tech planet. I haven't had enough colony ships to spend on trying to boost such a core planet with colonies in any of the games I've played so far, so I'm not sure how valuable that strategy would be, but I'll keep it in mind with the next 0 tech planet I find that's good enough to make into a core world.
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