Difference between revisions of "Nutrients"

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{{Concept}}[[File:Nutrients.png|200px|right|border]]
 
{{Concept}}[[File:Nutrients.png|200px|right|border]]
'''Nutrients''' can be produced from map squares with sufficient [[Rainfall]], [[Farms]], [[Condensers|condensers]], [[Soil Enricher|soil enrichers]], [[Monoliths|monoliths]], [[Forest|forests]], nutrient bonuses, and from the Monsoon Jungle and Freshwater Sea[[Landmarks|landmarks]].
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'''Nutrients''' can be produced from map squares with sufficient [[Rainfall]], [[Farms]], [[Condensers|condensers]], [[Soil Enricher|soil enrichers]], [[Monoliths|monoliths]], [[Forest|forests]], '''nutrient''' bonuses, and from the Monsoon Jungle and Freshwater Sea [[Landmarks|landmarks]].
  
Certain facilities ([[Headquarters]], [[Recycling Tanks]]/[[Pressure Dome]], [[Tree Farm]], [[Hybrid Forest]], [[Sky Hydroponics Lab]], and [[Aquafarm]]) can increase the amount of energy produced by specific types of squares or the base square.
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There are several ways to gain extra '''nutrient''' production.
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* [[Recycling Tanks]] or [[Pressure Dome]] improves the base square
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* [[Tree Farm]] and [[Hybrid Forest]] improve [[forest]]ed squares
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* [[Aquafarm]] improves [[kelp]]
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* [[Sky Hydroponics Lab]] distributes nutrients to each base
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* non-negative [[planet]] rating allows [[fungus]] to produce '''nutrients''' as well.
  
Apart from nutrient bonuses, squares containing a [[Condenser]], and base squares: the amount of minerals any given square can produce is limited to two until the discovery of [[Gene Splicing]].
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Until the discovery of [[Gene Splicing]], squares are normally limited to producing 2 '''nutrients'''. The base square, a square containing a '''nutrient''' bonus, or a [[Condenser]] all bypass the early restriction.
  
Surplus nutrients are stored. When sufficient surplus has been accumulated, a base will grow, producing a new point of population. Each population point consumes two Nutrients. If there is insufficient Nutrients being produced, and not enough stored, at a base then population will be lost.
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Starting each turn, if a base's nutrient storage is full, and the net gain of nutrients is either neutral or positive, the population grows by one and the storage is emptied. If there is a net loss beyond exhausting the storage, the population decreases by one. Then nutrients produced are tallied up, and two per population point are consumed. Nutrient storage is then adjusted by the net gain or loss, gains are limited to the bases storage capacity.
  
 
[[Category:Concepts]]
 
[[Category:Concepts]]

Latest revision as of 14:33, 16 March 2017

Nutrients.png

Nutrients can be produced from map squares with sufficient Rainfall, Farms, condensers, soil enrichers, monoliths, forests, nutrient bonuses, and from the Monsoon Jungle and Freshwater Sea landmarks.

There are several ways to gain extra nutrient production.

Until the discovery of Gene Splicing, squares are normally limited to producing 2 nutrients. The base square, a square containing a nutrient bonus, or a Condenser all bypass the early restriction.

Starting each turn, if a base's nutrient storage is full, and the net gain of nutrients is either neutral or positive, the population grows by one and the storage is emptied. If there is a net loss beyond exhausting the storage, the population decreases by one. Then nutrients produced are tallied up, and two per population point are consumed. Nutrient storage is then adjusted by the net gain or loss, gains are limited to the bases storage capacity.