Faclities stacking? |
Do system wide and planet wide facilities (like Mineral Scanner/System Mineral Scanner, Computer Center/System Computer Center etc etc) stack?
Adv. thanks
Wenla

Re: Faclities stacking?
Oh? Computers research just became a lot more useful!

Re: Faclities stacking?
In a somewhat related vein, does anyone know if the %population increase given by the genetic recoding lab and gestation vats (organic tech) stacks?

Re: Faclities stacking?
By the data files, I don't think those stack. I haven't checked in-game, though.
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Re: Faclities stacking?
They state one facility allowed per system. Accordingly, they should not be stacking. Just think what you could do with a Huge undomed planet with just population boosters, or resource enhancers or combat modifiers?
You should be able to see the stats of a building easily enough to find if it says 1 per system or not. Think as a rule that all system effects are singles only.
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci

Re: Faclities stacking?
when the limit is 1 per system why let you build another, how can you possibly remember what you've built in dozens of systems?
I think those buildings should be greyed out when built on another planet - or - warn you before you built them for its existence.

Re: Faclities stacking?
I think those buildings should be greyed out when built on another planet - or - warn you before you built them of its existence.
I agree it is important that it warns you of the existance of the building in a system but the player should maintain the ability to build more than one if they so wish...though the facilities should not stack.
It can be very important in some systems which are being contested to have a backup faclity if one falls...this may not seem important vs the AI...yet...but against human players it can be.
Re: Faclities stacking?
I use the Colony Type to keep track of special facilities (Fate-Medical...).
Re: Faclities stacking?
You can also go to the system view and look at the list. If you can remember the system wide effect, you can find it in the list and know right away. Though that list needs a bloody kick in the pants to make it a dropdown or popup menu list, rather than the static overlay list it is now.
"Once you have tasted flight, you will forever walk the earth with your eyes turned skyward, for there you have been and will always long to return." ~Leonardo DaVinci
Re: Faclities stacking?
Seems to stack in my games. I usually make one genetic recording lab and gestation vat per system.
Re: Faclities stacking?
There could be some indication that an ability overlap is detected, but preventing one from building the facility at all is not a good idea (especially if it is hard-coded).

Re: Faclities stacking?
I agree, a warning seems a more appropriate way.

Re: Faclities stacking?
I just had an idea, what we need is to have access in the build queue to what is already in the system... there is already two lines to "in exsistence" and "in queues", why not have one more line that says I have "3 space yards built or being built in this system". and have this info right in the planet build queue, so that I don't have to go hunt this down.
SEV, more than a feeling.
Re: Facilities stacking?
Good idea. It would be very handy to know if a system's already got things like a resupply depot, pop happiness modifier etc. while in the build queue screen.
As it is, I sometimes have to check planet by planet for new systems to see if stuff's in queue already or if I was holding off for a larger planet...I often have 3-5 colony ships racing for a new system at a time, and the one headed for the Huge planet is often not the one that gets there first.
Incidentally, a System modifier should really not stack with a Planetary modifier of the same type - the better one should win. I haven't experimented with SE:V's handling of this, but IIRC SE:IV picked the best modifier of each type and the others had no effect. It would be cool if secondary facilities could add a smaller percentage, a supplemental amount (say 1/2 or 1/4 of the normal value) but probably not worth coding such a thing into the game.
Re: Faclities stacking?
I'd have to strongly disagree that system and planet-level bonuses should not stack.

Re: Faclities stacking?
something like that would be very welcome, or something like "system wide bonus facilities missing (meaning not yet built and not under production) in this system: 1. ...... 2. ..... 3. ......"
EDIT:
of course I would love to see also a "system wide bonus facilities redundant in this system: 1. ..... 2. ......."

Re: Faclities stacking?
With reguard to stacking... what I'd like to see is stacking should be moddable. There should be a line in the txt files that says "ability 1 stacks: yes" (or no). Leave up to the modders.
SEV, more than a feeling.
Re: Faclities stacking?
SEV, more than a feeling.
What he said. Ideally, there should be a way to have things in different levels of stackability.
Some things make sense to stack, others don't. For instance, a System Population Happiness could conceivably stack with a Planetary Population Happiness (Disneyland or Disneyworld this year, dear?) but a System Mineral Scanner and a Planetary Mineral Scanner is more of a stretch. How many times can you scan the same hunk of real estate and keep finding previously undiscovered goodies?
Maybe have it so a given facility can have a multiple choice setting:
* stacks with anything, even the same facility
* stacks with different-named facilities with same ability, but not duplicates
* 1 planetary and 1 system stack, but duplicates don't count
* 1 planetary and 1 system stack, as do different-named facilities with same ability, but duplicates don't count
* 1 of either system or planetary, whichever is better, other(s) ignored

Re: Faclities stacking?
Re: Faclities stacking?
rdunham3 agreed
about showing number of facilities
that could be made pretty simple i think
something like:
(on the construction window)
Mineral Miner Facility (2)
Medical Lab (1)
Space Port (0)*
number in brackets shows number of facilities on planet; * shows if such an facility is active in the system
you could also add the * to the construction queue
line to show that such an facility is allready being build in that system




Re: Faclities stacking?
They apparently do.
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