I'm noticing a lot of inconsistencies when it comes to orbital improvements. All of them seem to function correctly on core worlds, but to piggyback on the thread about orbital prisons, most of them don't function like you would expect them to on colony worlds. Here is the list of orbital improvements that when built on a colony world, have no effect on the core world. I can't help but think this is a bug or an oversight. 1. Colonization center (+15% growth) - does not apply to core world.2. Orbital prison (-20% crime) - " "3. Atmospheric Cleanser - (-10% pollution) - " "4. Recruiting Station - (+2 growth) - " " There may be others that are not listed here. It's possible that some of them are supposed to be exclusive to core worlds, so should not even be an option for colonies. In any case, the mechanics for all of this doesn't make much sense. Some clarification and standardization of mechanics is needed.
Thank you for sharing this, so to be clear, improvements like colonization center are available to be built on core worlds as orbital improvements as well, but only provide a benefit when built on a colony instead?
The question is what is an orbital prison on a colony world supposed to do? Is it supposed to only reduce crime on the colony world? Is crime on a colony world something the player needs to worry about? Does it have any effect on the game?
I've been playing this a while and I never build the OP's four items over colony worlds since I assume they don't help at all. Were they intended to improve the core world? If they were intended to improve the core world, then you have a bug. My guess is they weren't intended to improve the core world, and are thus useless, but it would be interesting to know.
Cheers,CB
It's been a few weeks since I've been able to play, so this may have changed, but I believe it accurately describes what the original poster was talking about. Crime on colony worlds contributed to the crime on the core world they supported. So, for example, a 3% crime rate on each of 3 colony worlds would contribute 9% to the crime rate of the core world. The Orbital Prison reduced crime by 10% on all worlds, core and colony. So those 3% worlds became 0% and immediately in many cases your overall crime rate fell to 0%. Hence it being considered OP.
Thanks, Publius. I haven't touched the game in a few months and I just saw how it is now working on another post. My comment on that post was that perhaps the effect of colony crime on the core world should be an average, not additive, or it'll hurt the core world quite a bit.
I just tested the orbital prison in game and it definitely worked when put on a colony. If you hover over the crime on the core world it will show how much is coming from each colony. In the case I tested Sadalsuud 1 was supplying 4.6% crime to my core world which was at 15.2% overall. I built an orbital prison on Sadalsuud 1 and all 4.6% of that crime went away and I was at 10.6% overall on the core world.
I believe this was on the beta branch (I used an old save so not 100% sure).
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