MoloMowChow -> RE: Scientist Drought (5/30/2014 7:01:35 AM)
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I did the same setup in a separate game and got 3 scientists early. What I do at the start of a pre-warp game is redesign the small star port to carry 5 of each type of LAB, so I don't have to stack separate research stations on my home planet with the star port. I think it also allows scientists with multiple bonuses to boost more than 1 category, and keeps my scientist safer since research stations seem easy for pirate spies to blow up later. I then delete the energy and weapons research station designs, and redesign the high tech energy stations to include 2 of each research LAB instead making a sort of "universal" research station design. This also allows scientists with multiple bonuses to benefit. I did this in one game and received about 3 scientists by the time I geared up for gerax hyperdrives. I built the edited small space port on my home planet, got one scientist and then another later. I then built my "universal" research station on a gas planet that gave a research bonus and got the event message saying i built my first research station, and got a free scientist there. Now with the game where i have a scientist drought, I did the exact same thing. I built the redesigned space port and got a scientist shortly after. But once I build the universal research station no event message popped up for a free scientist as usual. Since then i have not received a single scientist. I don't know how scientist rolls work, but the only difference between these two scenarios is that for the one with the drought, I decided not to delete the weapons and energy station designs and kept them around instead, for reference. Perhaps I should just build more stuff with research LABs to trigger a response.
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