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13 years ago
Jul 27, 2012, 10:03:10 AM
1) can a planet have a negative FIDS output? For example if a planet has a negative anomaly that puts something below zero will it count as a negative for every population increase? or will the base always stay zero?



2) with regards to diplomacy, does the amount of wormholes/warplinks increase the negative diplo hit? like if I have 1 system with a wormhole link to another system (owned by another faction im at peace with) will the diplo hit be less than if that same system was linked to 2 systems owned by that faction? furthermore are wormhole links worth a greater diplo hit than warplinks? (I should note that I don't know what the exact name for normal links are, I'm just going with my gut here by calling them warplinks lol)



3) does building a system improvement that affects influence (like the satellite) actually do anything before the system is a colony?



Thanks!
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13 years ago
Jul 27, 2012, 12:21:07 PM
1) I've never seen anything in the minus except for Dust. And that makes sense: you can't import food from another system, so being in the minus would basically mean population decay and stalled, possibly inhabitable systems under certain conditions. Same for industry: a planet that's so bad its industry is in the minus doesn't make much sense. The negative hit to happiness is there to replace that. As for science, there's no way a new colony could bring the science efforts of well-established systems down.



2) That's a very good question! That's the kind of thing I don't usually take the time to look at/research so I'll let someone more aware of these things than me answer that one!



3) Nope, nothing at all. Except if there's a bonus to radar coverage, then that will apply to the outpost as well.



Hope it helped you at least a little!
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13 years ago
Jul 27, 2012, 12:24:25 PM
1.) Normally, I don't think so. I know if you set taxes up really high you get negative Food numbers (I believe, I haven't looked at those results in a while, so used to just breezing through my opening game). Dust can also be negative, if your taxes are too low and you have too much upkeep on a system. I don't think Industry and Science can go negative, however, as that would imply you are deconstructing and, um...anti-researching stuff, I guess.



2.) As far as I understand it, every shared string/wormhole with another empire gives you a diplomacy hit. Wormholes gives a lower hit than strings, though.



3.) I don't believe so, no. I think they also happen to increase the systems sight range, but I may be wrong. The tech I remember building might have increased sight range as well as influence, and I could be lumping them together...Either way, until a system upgrades to colony status, influence boosting techs don't do much for you.
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13 years ago
Jul 27, 2012, 12:30:35 PM
FinalStrigon wrote:
1.) Normally, I don't think so. I know if you set taxes up really high you get negative Food numbers (I believe, I haven't looked at those results in a while, so used to just breezing through my opening game).


QFT. I forgot about that, but indeed, high tax rates mean Food can get in the negative. smiley: smile
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13 years ago
Jul 28, 2012, 11:54:27 PM
1. @Armid this would not work because if you set the tax rate higher you will gain more dust so the FIDS will not go under zero

but it would be possible when you buy many useless improvments and take no planet improvment, I think.



2.Dunno, but you make me ineressted, so I will look it up.



3. I think yes but its just to little, coz the FIDS and improvments make the influence out
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13 years ago
Jul 29, 2012, 1:44:41 AM
Yeah, food can go negative due to tax penalties and from population. (Build up a low-food-output planet, kill all the food-boosting improvements, and look at the food output.)
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13 years ago
Jul 29, 2012, 4:25:10 AM
Hey guys what about other things beside food? like if I have a planet with a base value of +1 production but it has a negative anomaly of -2 production, will each pop point add a -1 production to the system?
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13 years ago
Jul 29, 2012, 8:09:24 AM
Research and industry appear to have a minimum value of zero. That's probably because negative food actually has a gameplay effect (population death) and negative dust is just added to the empire-wide finances, but there are (quite reasonably) no mechanics for being in the hole on research and industry.
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