Author Topic: Question on technology flags.  (Read 1094 times)

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Offline Ford_Prefect

Question on technology flags.
« on: October 30, 2014, 04:04:39 PM »
; flags    = Special tech flags
;            000000001 = "Secrets": first discoverer gains free tech
;            000000010 = Improves Probe Team success rate
;            000000100 = Increases commerce income
;            000001000 = Reveals map
;            000010000 = Allows gene warfare atrocity
;            000100000 = Increases intrinsic defense against gene warfare
;            001000000 = Increases ENERGY production in fungus
;            010000000 = Increases MINERALS production in fungus
;            100000000 = Increases NUTRIENT production in fungus

Industrial Economics,       IndEcon, 0, 0, 5, 2, Indust,  None,    000000100
Industrial Automation,      IndAuto, 0, 1, 4, 3, IndEcon, PlaNets, 000000100

I've noticed that some of the flags in the technology have the use the same flags.  For example, multiple technologies increase the commerce rate.
I think I understand how the multiple fungus bonus flags work.  If you have two of the fungus nutrient bonuses, the amount of nutrients from a fungus square is 2.

How does the commerce rate change after you get the bonus?  Is it a multiplier?  A fixed bonus per base?

How does the probe team bonus work?  Is it just a morale upgrade?


Offline Yitzi

Re: Question on technology flags.
« Reply #1 on: October 30, 2014, 05:34:09 PM »
The commerce rate is described (with minor errors) here.  Basically, each gives a 100% boost (not multiplying each other, similarly to how a tree farm won't multiply an energy bank's bonus), with the amount without any bonuses scaled so that if you have all the techs and no other bonuses, and a pact but no global trade pact, the commerce amount is 1/8 the total energy gained (before commerce) from both bases.

The commerce rate also affects the cost of cornering the global energy market.

The probe team bonus is a flat +1 morale per such tech.

 

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