Difference between revisions of "Nutrients"

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* [[Tree Farm]] and [[Hybrid Forest]] improve [[forest]]ed squares
 
* [[Tree Farm]] and [[Hybrid Forest]] improve [[forest]]ed squares
 
* [[Aquafarm]] improves [[kelp]]
 
* [[Aquafarm]] improves [[kelp]]
* [[Sky Hydroponics Lab]] distribute nutrients to each base
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* [[Sky Hydroponics Lab]] distributes nutrients to each base
 
* non-negative [[planet]] rating allows [[fungus]] to produce '''nutrients''' as well.
 
* non-negative [[planet]] rating allows [[fungus]] to produce '''nutrients''' as well.
  
 
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.
 
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.