What differences bring concept of Logistics, which was introduced in 1.20?
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Building starbases now costs money - as a default, 200BC multiplied by the number of starbases you already have. However, the maintenance costs have been taken away, so in the long run having a small number of starbases is cheaper than before.
There are three Achievments you can build to increase your logistics ability. Build all of them and you get +55% logistics, which will reduce the cost of building a starbase by 55%.
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In the near future, when 1.21 comes out, it will match AP in that you get several free starbases according to map size, and then they cost 150BC multiplied by the number of starbases beyond the freebies.
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It's real funny when minors build starbase ressuply centres.
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I was wonering about that, seems like a waste of their resources.
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Build all of them and you get +55% logistics, which will reduce the cost of building a starbase by 55%. |
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If you've already built, say, a Logistics Management Center, and you capture an AI planet that is currently building one.... let it complete the build and you get the benefit of both. I've achieved a logistics rating of 95% this way. No idea what happens if it gets over 100% - do you get money for building starbases?
It doesn't work if you capture a planet with the thing already built, it seems to be the act of completing the build that changes the rating.
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It doesn't work if you capture a planet with the thing already built, it seems to be the act of completing the build that changes the rating. |
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Yes, it is the same for any achievement/wonder/trade goods that have an empire wide bonus: the bonus is given upon completion.
It also explains why you won't benefit from achievement/wonder/trade goods when you "obtain" the planet where they are.
BUT you will benefit from any improvement that give planet bonuses.
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#7
by Citizen Dracil - 4/14/2004 6:49:41 PM
Shouldn't that be a bug?
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Hey, you capture the world with the Galactic Stock Exchange, then you should get the bonus from it! That's how racial uniques work. You already have a manufacturing capital, but when you capture that Drengin world with a manufacturing capital, then you have 2.
And I think that if you capture the world that built that trade good, you should control the TG as well. That would make the worlds that build them more important. After all, if that world is the one that "discovered/first produced" Ultra-Spice, it probably is in control of the stuff.
OTHERWISE, they shouldn't show in the world list. What's the point?
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so logistics is only a variable, relating to starbases overall maintenance cost?
where can I see how much logistics ability one race has?
thx!
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