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Advanced climate engineering, depletion point reduction does not stack with module count.

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5 years ago
Jan 22, 2020, 1:16:09 PM

I find it very strange, and barely functional that the terraforming module that also removes depletion points does not stack. I have an orbiting behemoth with 4 (I think) such modules, orbiting a fully depleted craver world, but with no craver population on it, and the depletion is only going down 2 points a turn, taking 80+ turns to fully undeplete a world.


I understand that there is a bit of permenancy with cravers being these all devouring locusts, but 80+ turns per world also seems unintended.


I've attached a save file, the behemoth is in the southern part of the map (SSW).


Old and Tall.sav

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5 years ago
Jan 22, 2020, 1:48:55 PM

Have you try to stack behemoths instead?


Also, keep in mind that Behemoths restore all planets at once, and depletion pool varies on planet size. Lastly, you don't have to fully restore a planet and wait all 80 turns. Planet will get penalty only in Depleted status, so you need just 1 turn to get to "Partially depleted" state that is effectively no different from Undepleted.

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5 years ago
Jan 22, 2020, 10:40:43 PM

Still, is it not misleading? Doesn't benefit from stacking the module, doesn't benefit from the 8x multiplier? If I do have a craver population, it should be effectively useless since I'd need 4-5 behemoths on one world to maybe counter what the population is doing on it's own.

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5 years ago
Jan 23, 2020, 12:35:44 PM

Well, game has a lot of modules that do not stack and unaffacted by multiplier (yet still require miltiplied resource to equip). I do not agree with such design, but at least it is somewhat consistent across the game.


Secondly, Behemoths aren't designed to cancel depletion of Craver-only planets. That whould be OP. Ideally you wouldn't want more then 2 Craver pops per planet to benefit from Slave drivers, yet still keep consumption at managable levels, and for that you can use either Behemoths or Sowers pops.

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