Fenrisfil -> RE: Research Capacity, Output, and Potential (2/24/2014 12:30:38 AM)
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I often get that early dip in potential. It is kind of annoying but it's never too dramatic. On a side note don't forget to plan your bonuses. You only get the highest rated location for each field (with the scientists adding to the location they are at). A good tip is to put a couple of each type of lab on research stations rather then just having it filled up with one type (you can still put more of one type on, just make sure you have a couple of each of the others), that way you can gain both a location bonus and a bonus on all the stats a scientist has (providing you don't have another locations with a higher total bonus). That's also handy if you don't want to risk scientists in neutral territory locations, but still want their bonus to stack with at least one location. The best placement will vary with each game, but I find that adds a lot of flexibility. Also don't bother building research stations where there are no bonuses, just add more labs to your capitals space port. It's cheaper, better defended and really hard to sabotage. The AI has to build extra bases to meet it's research potential (especially in pre-warp), but it doesn't have the luxury of editing designs to throw in more of what is needed. There are arguments for building extra research stations where there are bonuses however (redundancy or blocking enemies building them), but personally I run with three research stations total and my main space port.
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