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Advanced Climate Engineering Module and Depletion Points removal

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a year ago
Oct 14, 2023, 6:01:23 PM

Hello dear Community,


I don't understand how the Advanced Climate Engineering Module for the Behemoth is working. The tooltip states that one module removes two Depletion Points. I have a Behemoth with four modules and a multiplier of two. This should give me 16 (2/module x 4 modules x 2) Depletion Points removal, correct? If I have planet with five Cravers they add five Depletion Points per turn. Thus, the net effect should be  +5 -16 = -11 Depletion Points and the planet should slowly recover. However, this does not seem to be the case, see screenshots (in German, so Raubbaupunkte = Depletion Points)

On Turn 103 planet Heze I has 156/180 Depletion Points and 5 Cravers. The Behemoth is in orbit of the Heze system: Turn 103, 156 Depletion Points


On Turn 104 planet Heze I has 157/180 Depletion Points?! I was excepting 145 (= 156 - 11) or 161 (= 156 + 5) if the modules were not working at all. Turn 104, 157 Depletion Points



So, how does the Advanced Climate Engineering Module actually work? What am I missing? Thank you for your help!



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a year ago
Oct 15, 2023, 3:47:13 PM

If I remember correctly, "Depletion points cancelled" stat from several modules does not stack, but slot multiplier does. So you have base 2 multiplied by 2. If restoration is everything you want from said Behemoth, you can exchange other 3 modules, since they won't increase cancellation further. If you also want to have Terraformation, Restoration and Anomaly reduction boost, then leave them be.

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a year ago
Oct 19, 2023, 6:16:15 PM

Thanks for the info. But if "depletion points cancelled" does not stack, it would be good if there were an in-game info, like "(does not stack)".


But the mechanics around this is still weird. I have a planet that is "Depleted" with three Cravers on it. The turn after I move my Behemoth with the Advanced Climate Engineering Module(s) into the system, the Depletion Points jump to 95/100!? At least, the Cravers get their 150% FIDS bonus. The turn after that, they are at 98/100. Then I move the Behemoth to another system and the planet drops back to Depleted the next turn?! See screenshots at Turns 130, 131 and 132: 



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10 days ago
Nov 27, 2024, 11:14:36 PM

I decided to try it out myself, and... I just can't get it. I have a Craver advisor, which depletes planet 8 points a turn. I didn't understood how exactly were moudles not stacking, so decided to put 2 behemoth each with one module. And the result? Instead of 8 points, planet depletes for 7 points. How? Why?Screen_1.pngScreen_2.pngTried to move away behemoths to check, if, perhaps, something stacking the depletion? And no, without them it gives 8 depletion points just like it should. Man, this thing either broken or nerfed without notice. Screen_3.pngI can still just move Craver out of the office later for some fleet duties, as his appointment were to fast construct fleet, and 49 small vessels with mid tier weapons just by one turn doesn't sound disappointing. But I just don't get now, what is even the point of such confusing module, especially when it just lies about itself.

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P.S. I just decided to check, how much undeplition is this module does. Got Craver out, let one behemoth stay, and... apparently, it does stack. And, more than that, module in fact heals for 0.5 depletion points. Is it me or math gone somewhere wrong here, as if expected output was divided 2 times for some reason?Screen_4.png

As it turns out, it is stacking, but each module still works at 0.5. So I need a 3.2 terraforming behemoth stacks for UNLIMITED POWER. And, If I understand correctly, my hero is lvl-upping even faster just because his single skill doubles FIDSI and his incoming exp. If FIDSI is what gives system-bound heroes exp, of course.

Updated 10 days ago.
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