Home » Stars! 2.6/7 » The Academy » Leftover points
Leftover points |
Tue, 23 August 2005 05:54 |
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PricklyPea | | Lieutenant | Messages: 534
Registered: February 2005 | |
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I saw something on leftover points but can't find it now. Can anybody point me to where I can find this info. e.g. how much each point buys you, and also the caps on leftover points?
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Re: Leftover points |
Tue, 23 August 2005 06:04 |
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Here is the information from the Stars! strategy guide. the leftover points are defined in that document.
Spend Leftover Points
Surface Minerals
For each point left over, you will get an extra 10kT of your rarest mineral. This can either give you a boost in your initial factory building (if you happen to be unlucky enough to start the game with low Germanium) or at the very least give you some extra Boranium to look at. It does not increase or decrease the mineral content of the planet.
Mines
For every two points left over, you get one extra mine to start with. This could be a good idea if you have very high mining efficiency, and is also a good idea if your mines are expensive. Note, if you have an odd number of points left over, you 'lose' one point by choosing this. Also, if you only have one leftover point, you get nothing (while choosing 'Surface Minerals' would at least give you 10kT of something)
Factories
For every five points left over, you get one additional factory to start with. With 50 leftover points, you would start the game with 10 more factories, doubling your factory output in year 1. Note, however, that like mines you don't get anything for leftover points. If you have nine points left over, you still only get one factory. If you have four or less, you get nothing.
Defenses
For every 10 points left over, you get one defense. This has the same drawbacks as extra factories does, with the added downfall that in the early game you really don't need planetary defenses that much. At most, all you could get is five, and if you have nine points or less, you get nothing.
Mineral Concentration
For every three points left over, the poorest mineral concentration is increased by 1%. At first this looks like the best choice, as you could get an increase in Germanium (if that was the lowest mineral) by up to 16 percent, which would put you way ahead of the competition. However, homeworld mineral concentrations, while they can fall below 30%, are still treated as 30% for your mines (a diversion from reality that is very welcome, as it makes homeworlds produce minerals faster in the beginning if they happen to start low, and also makes them prizes worthy of massive conquest in the endgame when all other worlds are depleted of minerals). This means that if your world starts out with, say, 10% Germanium content, and you raise it 16% to 26%, you've taken a mining ability of 30% and raised it to 30%, using your extra points for nothing. Basically, it's a gamble that may or may not pay off.
What does all this mean? Surface Minerals is a sure bet, and Factories are a good choice, but Mineral Concentration could pay off in the long run, especially if you have good mine settings. Depending on how many points are left over, Mines could be a good choice, but probably only if you have poor mine settings. Defenses are almost never a good choice.
Ptolemy
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Re: Leftover points |
Tue, 23 August 2005 07:40 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Ptolemy wrote on Tue, 23 August 2005 13:04 | Mineral Concentration
For every three points left over, the poorest mineral concentration is increased by 1%. At first this looks like the best choice, as you could get an increase in Germanium (if that was the lowest mineral) by up to 16 percent, which would put you way ahead of the competition. However, homeworld mineral concentrations, while they can fall below 30%, are still treated as 30% for your mines (a diversion from reality that is very welcome, as it makes homeworlds produce minerals faster in the beginning if they happen to start low, and also makes them prizes worthy of massive conquest in the endgame when all other worlds are depleted of minerals). This means that if your world starts out with, say, 10% Germanium content, and you raise it 16% to 26%, you've taken a mining ability of 30% and raised it to 30%, using your extra points for nothing. Basically, it's a gamble that may or may not pay off.
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This information is obsolete i am afraid.
First... the conc is raised like that:
For every 4 points leftover every mineral conc (high low doesnt matter) get 1% boost. Lowest mineral conc gets additional 2% increase to that (together 3% increase to lowest conc and 5% total increase for every 4 leftover points).
EXAMPLE: When you put 48 leftover points into concentrations your lowest mineral conc starts 36% better and other two 12% better than that of people who invested nothing into concentrations. Often that means what was lowest is no lowest anymore.
Second... you can never ever start with some/any mineral conc at HW below 30% ... so it always matters.
That makes investment into HW mineral concentrations lot better deal than help file or strategy guide say.
[Edit: tried to improve my wording]
[Updated on: Tue, 23 August 2005 07:59] Report message to a moderator
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Re: Leftover points |
Tue, 23 August 2005 07:50 |
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Thanks for the correction Kotk,
However, your math seems a little off:
Quote: | For every 4 points leftover every mineral conc (high low doesnt matter) get 1% boost. Lowest mineral conc gets additional 2% increase to that (together 3% for every 4 leftover points).
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4 points, every mineral gets a 1% boost = 3%. Lowest mineral concentration gets additional 2% = 5%.
However, I suspect that what you mean is that every mineral concentration gets 1% BUT, lowest concentration gets 2% and that = 4%....
Ptolemy
[Updated on: Tue, 23 August 2005 07:53]
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Re: Leftover points |
Tue, 23 August 2005 08:13 |
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iztok | | Commander | Messages: 1207
Registered: April 2003 Location: Slovenia, Europe | |
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Hi!
PricklyPea wrote on Tue, 23 August 2005 11:54 | I saw something on leftover points but can't find it now. Can anybody point me to where I can find this info. e.g. how much each point buys you, and also the caps on leftover points?
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Each 5 points buy you a factory, each 2 points buy you a mine, each 10 points buy you a defense. For minerals check RGCS topic "RW points to MC or to surface minerals?" In MCs 75% points is spent to increase lowest field, 25% in both others (125% alltogether). Note that increase happens after HW got increased min conc to 30, so not a single point is lost.
BR, Iztok
[Updated on: Tue, 23 August 2005 08:25] Report message to a moderator
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Re: Leftover points |
Fri, 07 October 2005 05:53 |
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Kotk | | Commander | Messages: 1227
Registered: May 2003 | |
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Its quite old thing ... H patch or even earlier.
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