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Research bonus locations - 10/8/2013 7:19:49 PM   
F0rdPrefect

 

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There are certain anomalies (black holes, Neutron Stars, Supernovae) that grant you research boosts. I got that.

If I enable the overlay to show me all the research locations, however, it highlights perfectly normal systems. Can someone explain this to me?
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RE: Research bonus locations - 10/8/2013 7:36:42 PM   
loki100


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From: Utlima Thule
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some otherwise normal planets will give a bonus as well, so that would show up just as a conventional system. if you mouse over each planet, you'll find one with a notional bonus you can exploit

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RE: Research bonus locations - 10/8/2013 8:15:56 PM   
Bingeling

 

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And the left panel is nice for browsing the research locations available.

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RE: Research bonus locations - 10/9/2013 6:52:03 AM   
CyclopsSlayer


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I just say screw it, and build one Mega-Tech Space Port at the Homeworld.

Normal R&D stations are like balloons in a needle storm. They put your scientists at risk of Pirates, Monsters, Enemy Empires, Espionage, all in exchange for a minuscule bonus.
The Mega-Base is essentially immune to all the above issues and lets you build the R&D wonders where they actually will do some good to both Tech and the Local Economy.

(in reply to Bingeling)
Post #: 4
RE: Research bonus locations - 10/9/2013 1:29:49 PM   
Icemania


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quote:

ORIGINAL: CyclopsSlayer
I just say screw it, and build one Mega-Tech Space Port at the Homeworld.

Normal R&D stations are like balloons in a needle storm. They put your scientists at risk of Pirates, Monsters, Enemy Empires, Espionage, all in exchange for a minuscule bonus. The Mega-Base is essentially immune to all the above issues and lets you build the R&D wonders where they actually will do some good to both Tech and the Local Economy.

I used to do this as well for the reasons you have mentioned. However, a 30% boost, or close to it from a good location, is not minuscule. That said, I tend to wait for really good locations and when I have the means to defend them.

(in reply to CyclopsSlayer)
Post #: 5
RE: Research bonus locations - 10/9/2013 5:09:52 PM   
CyclopsSlayer


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I should be more explicit about what I meant by 'minuscule'.

Standard R&D Base has 5 Labs iirc. Say you park it at a +40% location with a Genius that adds +30% to all 3 Techs. You get an effect similar to 8.5 labs, you lose any benefit from the scientists other 2 30%'s, AND it soaks up escorts.

Placed aboard the Homeworld Base as I build it, 20 Energy, 20 HighTech, 20 Weapon labs, the same +30% scientist is now fully utilized. As well, you build the 3 Wonders there and your world becomes the richest Tech site in the game with a +50% Energy/Weapon/HTech, the wonders additionally boost your worlds Cash income.
This single base usually stays out in front of what my empire can utilize for much of the game. If it starts lagging at or nearing potential I can just add a few more labs in place easily.

So, at least in my view, having ERB/WRB/HRB's are actually detrimental to your R&D.

(in reply to Icemania)
Post #: 6
RE: Research bonus locations - 10/10/2013 1:03:01 PM   
Icemania


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Building wonders has the same effect either way. I get the 50% bonuses as well, boosting colony development / cash.

A genius adds 20% to your overall empire research output. I get the same 20% bonus.

I never build Standard Research Bases. I build one base for each type customised to have the number of labs I need built in the best location only. We'll both have the labs we want ... noting there is no point building more than your capacity. I don't know why you would put any labs on MSP's.

We both get the scientists specific bonuses for each branch. You'll get an advantage here as more of your bonuses will stack, while I get the location bonus.

Let's consider an example, tested in game.

Scientist 1: E + 45%, HT + 16%, W + 12%
Scientist 2: HT + 18%, W + 2%
Scientist 3: HT + 11%
Scientist 4: W + 10%, E - 2%

Before the location bonus I'll get E + 45%, HT + 24%, W + 10% (Scientist 1 at ERB, 2/3 at HTRB, 4 at WRB).

You'll get E + 45%, HT + 30%, W + 18% (all Scientists at Spaceport).

Now ... after the 30% location bonus I'll get E + 75%, HT + 54%, W + 40%.

And of course we should both play Quameno (+40%) Technocracy (+50%)!



< Message edited by Icemania -- 10/10/2013 1:08:31 PM >

(in reply to CyclopsSlayer)
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RE: Research bonus locations - 10/10/2013 2:49:12 PM   
dostillevi

 

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quote:

ORIGINAL: Icemania

Building wonders has the same effect either way. I get the 50% bonuses as well, boosting colony development / cash.

A genius adds 20% to your overall empire research output. I get the same 20% bonus.

I never build Standard Research Bases. I build one base for each type customised to have the number of labs I need built in the best location only. We'll both have the labs we want ... noting there is no point building more than your capacity. I don't know why you would put any labs on MSP's.

We both get the scientists specific bonuses for each branch. You'll get an advantage here as more of your bonuses will stack, while I get the location bonus.

Let's consider an example, tested in game.

Scientist 1: E + 45%, HT + 16%, W + 12%
Scientist 2: HT + 18%, W + 2%
Scientist 3: HT + 11%
Scientist 4: W + 10%, E - 2%

Before the location bonus I'll get E + 45%, HT + 24%, W + 10% (Scientist 1 at ERB, 2/3 at HTRB, 4 at WRB).

You'll get E + 45%, HT + 30%, W + 18% (all Scientists at Spaceport).

Now ... after the 30% location bonus I'll get E + 75%, HT + 54%, W + 40%.

And of course we should both play Quameno (+40%) Technocracy (+50%)!




Quick question: Does the bonus for special locations apply to all empire research of that type, or only to the research conducted at that location?

(in reply to Icemania)
Post #: 8
RE: Research bonus locations - 10/10/2013 6:15:36 PM   
CyclopsSlayer


Posts: 583
Joined: 2/11/2012
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quote:

ORIGINAL: Icemania

Building wonders has the same effect either way. I get the 50% bonuses as well, boosting colony development / cash.

A genius adds 20% to your overall empire research output. I get the same 20% bonus.

I never build Standard Research Bases. I build one base for each type customised to have the number of labs I need built in the best location only. We'll both have the labs we want ... noting there is no point building more than your capacity. I don't know why you would put any labs on MSP's.

We both get the scientists specific bonuses for each branch. You'll get an advantage here as more of your bonuses will stack, while I get the location bonus.

Let's consider an example, tested in game.

Scientist 1: E + 45%, HT + 16%, W + 12%
Scientist 2: HT + 18%, W + 2%
Scientist 3: HT + 11%
Scientist 4: W + 10%, E - 2%

Before the location bonus I'll get E + 45%, HT + 24%, W + 10% (Scientist 1 at ERB, 2/3 at HTRB, 4 at WRB).

You'll get E + 45%, HT + 30%, W + 18% (all Scientists at Spaceport).

Now ... after the 30% location bonus I'll get E + 75%, HT + 54%, W + 40%.

And of course we should both play Quameno (+40%) Technocracy (+50%)!



I apologize immensely! For some reason all this time I had applied the Wonder bonus as applying ONLY to the building world in my planning. Empire wide, sheesh, that'll teach me that I should read more closely. RIF!

Does 'Genius' also apply globally? I know 'Ultra Genius' is global, but have none of my saved games has a regular 'Genius' currently. All the other Scientist bonuses seem to be local only. (though I might have to shoot one 'Ultra Genius' with +15/+47/+12% that also happens to be a Demoralizing, Foreign Spy...)

Okay, I am gonna have to re-think all those location bonuses and design a 'safe' work environment.

(in reply to Icemania)
Post #: 9
RE: Research bonus locations - 10/11/2013 11:47:50 AM   
Icemania


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No need to apologise CyclopsSlayer, you made me check my assumptions which is always healthy. By Genius I meant Ultra Genius.


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Post #: 10
RE: Research bonus locations - 10/11/2013 12:49:40 PM   
Icemania


Posts: 1847
Joined: 6/5/2013
From: Australia
Status: offline
quote:

ORIGINAL: dostillevi
Quick question: Does the bonus for special locations apply to all empire research of that type, or only to the research conducted at that location?

The bonus for special locations applies to all empire research of that type.

(in reply to dostillevi)
Post #: 11
RE: Research bonus locations - 10/11/2013 4:28:51 PM   
F0rdPrefect

 

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Joined: 8/17/2013
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Well, thanks for the answers.

Um...
How can I research the carrier ship type? I didn't find it in the tech tree.

edit: Found it. "Advanced Fighters"

< Message edited by F0rdPrefect -- 10/11/2013 5:43:18 PM >

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Post #: 12
RE: Research bonus locations - 11/15/2013 9:16:20 PM   
Panpiper

 

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Joined: 7/9/2005
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I design my homeworld spaceport to hold 15 of each of the labs. It's the very first thing I do in the game after loading my pre-designs. (Actually I tend to start with 10 of each of weapons and energy, and 25 of high tech to quickly push for the tech buildings and colonization tech, later going for an even spread.) I then put any and all scientists in that homeworld spaceport. It is much less headache for micromanaging and there is zero risk of losing any scientists.

I do however make use of research bonuses. When I find a good bonus, I build there a research station that has been redesigned to hold only a single lab of the appropriate sort. That gives the bonus to all my research. It does not appear to be necessary to do 'all' the empire's research in that area, in the location that gives the bonus, merely having a single lab there does the trick for the entire empire.

I am not sure if this is the 'best' strategy, but it certainly does seem to work well for me.

< Message edited by Panpiper -- 11/16/2013 6:32:36 PM >

(in reply to F0rdPrefect)
Post #: 13
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