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[Question] Dark Science Institutes: How do they work?

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13 years ago
May 8, 2012, 1:04:18 AM
There is a star system improvement late in the applied sciences tree called Dark Science Institutes.

Stated effect:

50% of Industry overproduction converted to Science.

-7 Dust Improvement Cost



So... how is this any better than simply queuing Ind-Sci conversion at the end of your production queue (which will convert 50% of Industry production after everything else completes into Science)?
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13 years ago
May 8, 2012, 1:50:19 AM
that seems to be a poorly implemented piece of technology if its just a 50% boost



does it work like the industry to science which runs on infinite or is it a module?



would help to know because if its a module it enables dust production and research at the same time.
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13 years ago
May 8, 2012, 1:51:05 AM
It's a poorly explained, poorly documented piece of technology at the very least. I don't understand the Dark Science Institute either.
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13 years ago
May 8, 2012, 1:57:37 AM
I don't think this works yet. However that's not the problem/concern for me.



Problem is, there is another tech which converts % of food to production. So, in the endgame, best planet type would be the one giving the most food, and these two buildings/techs will turn all of your surplus food to production, and add half of it on top of your science...



And these are not small numbers. On some systems, I achieve +600 food and +500 production at the same time, while science lacks around 250-300. If you build both of those buildings, it'd be +400 science, more than all other buildings on the planet combined
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13 years ago
May 8, 2012, 2:00:29 AM
The tech which converts food to production is not reflected in the listed production value, even though it sets excess food to 0 (which will stop growth, so be careful if you had open population slots)
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13 years ago
May 8, 2012, 6:45:09 PM
I think we're essentially complaining that while we know the magnets aren't miraculous, we respectfully feel they require further documentation.
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13 years ago
May 8, 2012, 10:31:05 PM
PyroVortex wrote:
The tech which converts food to production is not reflected in the listed production value, even though it sets excess food to 0 (which will stop growth, so be careful if you had open population slots)




Yeah, this is most probably a bug. But still, in the end, when they'll be working, what I've said will come true. Put everything (exploitations) on food production, terraform if you can, then one building boosts production via food, and another boosts science via production. You effectively pool Food & Industry production & contribute to science in other words...
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13 years ago
May 8, 2012, 11:40:40 PM
That's so very late-game, it may be a little... 'beyond' balancing. It's right at the threshold of several victory conditions.
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13 years ago
May 9, 2012, 12:03:01 AM
The building claims to convert "overproduction" and at a lossy rate, so you're better off either using 3D Replication Plants or the Global Tech Park directly, unless for some reason all the food multipliers are applied prior to the conversion...



And no, it's only at the threshold of the science victory condition, not several.
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13 years ago
May 9, 2012, 1:43:38 AM
PyroVortex wrote:
The building claims to convert "overproduction" and at a lossy rate, so you're better off either using 3D Replication Plants or the Global Tech Park directly, unless for some reason all the food multipliers are applied prior to the conversion...



And no, it's only at the threshold of the science victory condition, not several.




Economic victory. I haven't been able to win a science victory yet because I always produce so much dust at the limit, I get the economic victory first. Anything that is at the threshold of the science victory is defacto at the threshold of the economic victory.



Not to mention that it's at the limit of a tech tree, and to get there in reasonable time, you'll probably have cleared most of the bottom tech tree too.
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