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Commerce Center - 7/13/2013 12:55:20 PM   
Bosk

 

Posts: 12
Joined: 7/13/2013
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I am very new to Distant Worlds Shadows...

I noticed that bases seem to often have a commerce center (trade bonus 5%). Is it wise, or smart or common practice to create bases that have many commerce centers, thus creating a base that not only mines but also has a huge boost to commerce ie 5 centers = 25% bonus to trade. Etc

Any thoughts on this?

Thanks
Post #: 1
RE: Commerce Center - 7/13/2013 12:56:20 PM   
Bosk

 

Posts: 12
Joined: 7/13/2013
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Ack, I am sorry I am new to forums and I think I didnt post correctly. I chose new thread. Someone tell me what I should have done.
Thanks

(in reply to Bosk)
Post #: 2
RE: Commerce Center - 7/13/2013 1:20:52 PM   
Darkspire


Posts: 1986
Joined: 6/12/2003
From: My Own Private Hell
Status: offline
Hi Bosk, welcome to the forums

Your post was fine, you wanted to ask a question so you started a thread, all correct procedure.

Commerce centers are only used by mining stations, spaceports and resort centers. To increase the bonus they give research the bottom row of tech on the HighTech tab of the research screen. I have never really used them anywhere else, they are used for trade income or resort income, hence there on mining stations, resort bases and spaceports. I am sure someone else will give you more useful feedback on them as I have never really looked into other uses.

Darkspire

_____________________________


(in reply to Bosk)
Post #: 3
RE: Commerce Center - 7/13/2013 1:27:40 PM   
turtlefang

 

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Welcome to the forum.

Commerce centers don't "stack" so having multiple commerce centers on a single base (mining, resort, space port) won't help you. You just need one.

And to the best of my knowledge, these are the only ones that generate income so it won't do any good putting them on anything else.

(in reply to Bosk)
Post #: 4
RE: Commerce Center - 7/13/2013 2:16:31 PM   
Bosk

 

Posts: 12
Joined: 7/13/2013
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Thanks for the answers..so here is annother one

I began a new game. And rather than build that standard research bases which I normally do, I instead changed their plans before I built any. What I did was increase the number of labs on them to 9. I thought this was smart as it makes sense to me that it will speed my research along.

Unfortunately, its not working out like that and I dont know why.

Here is what I did.

small port = 20k research

My revised research base = 180k research

Total research should be 200k but when I look thats not the case. Should be 200k for each type of research instead my actual number are: 152k 138k and 132k (I have 2 scientist and they are providing small bonus)

My question is simple. Why isnt my research in each area either 200k or slightly higher rather than being so much less?

Thanks

(in reply to turtlefang)
Post #: 5
RE: Commerce Center - 7/13/2013 2:38:20 PM   
Tehlongone


Posts: 208
Joined: 12/21/2010
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Each empire has a maximum potential research amount, if your bases give you more than that amount then research is adjusted down to that level instead.

The roof on your potential research is increased with population/economy, not sure what the other factors are.

I also THINK research bonuses partially bypass this restriction, although it only uses the highest bonus of each type (from bases on stuff like novas, neutron stars, black holes and other features).

(in reply to Bosk)
Post #: 6
RE: Commerce Center - 7/13/2013 2:50:21 PM   
Bosk

 

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Joined: 7/13/2013
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Thanks that helps a lot.

(in reply to Tehlongone)
Post #: 7
RE: Commerce Center - 7/13/2013 6:50:02 PM   
Starke

 

Posts: 147
Joined: 6/7/2013
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What Tehlongone said. Research amount is capped by a value derived from your empire's population, and possibly also factoring in culture/economy/etc. However, it does not increase linearly - the increase will taper off as you get very large populations. This prevents one empire from gaining a MASSIVE tech lead over all the others. (ex. a fast reproducing one or one that captures another's homeworld in the early-/mid-game)

However, the increases from your race, government type, scientists, your leader, the research wonders, and possibly from building research stations at bonused locations (I'm not sure on the last one) aren't effected by the cap.

And remember that your actual research when you are over the cap is proportional to your research potential from all your labs, before bonuses, so spamming them everywhere and going way over cap is counterproductive. You can focus your research on one particular area by building several research stations of one type. This is very important early on in the Age of Shadows.

(in reply to Bosk)
Post #: 8
RE: Commerce Center - 7/13/2013 7:54:22 PM   
Vedric

 

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Joined: 6/2/2005
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Keep your "total research capacity" higher than your "total empire research potential". Your "actual output" is simply just that, research output with bonuses applied. It can be a bit confusing to begin with.

(in reply to Starke)
Post #: 9
RE: Commerce Center - 7/14/2013 7:11:46 AM   
Starke

 

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Joined: 6/7/2013
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quote:

ORIGINAL: Vedric

Keep your "total research capacity" higher than your "total empire research potential". Your "actual output" is simply just that, research output with bonuses applied. It can be a bit confusing to begin with.

Indeed. It's very slightly inefficient, but that way you're never getting less than your cap, and researching new tech is crucial to progressing. =)

(in reply to Vedric)
Post #: 10
RE: Commerce Center - 7/14/2013 1:44:54 PM   
elanaagain


Posts: 254
Joined: 6/6/2013
Status: offline
A set of very detailed guides (called guide to guides) for DW is located at http://www.matrixgames.com/forums/tm.asp?m=2988049 . Here is also the link (from the guide to guides page) to the guide on research: http://www.matrixgames.com/forums/tm.asp?m=2988238&mpage=1&key=? . Seems current for pirates expansion.

(in reply to Starke)
Post #: 11
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