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New Player - understanding mechanics

Posted: Sat Aug 09, 2014 11:39 am
by Oleary
First off, great game. Found it by accident on steam and thoroughly enjoying it. Hopefully sales will continue to rise as folks find it.

My question is regarding Field Labs, Energy Parks and Construction Bays; at what point are the bonuses activated? When viewing the city screen, the +3 icon is highlighted however looking at the output it doesn't reflect any bonuses from territories. Also, a minor thing, but the tool tip on the former's screen shows only a +1 bonus.

Thanks for any help anyone can give.

-Oleary

edit: Wondering now if it's a bug? The energy park adds 3 credits to the output however neither the labs nor the bays add anything?

Re: New Player - understanding mechanics

Posted: Sun Aug 10, 2014 1:30 am
by boulugre
Construction bay, field labs, farms, mines need to have the matching worker attached to it ( Farmer, miner, worker, researcher)

Energy parks and air cleaner will automatically grant you their bonus

Re: New Player - understanding mechanics

Posted: Sun Aug 10, 2014 7:54 pm
by Xilmi
It can be a bit confusing.

An engineer or a scientist normally generate 2 industry or science.

They do not need any tile for that.

However, if you add a construction bay or a field lab, then the engeneer/scientist will prefer using that tile instead. The tile will do nothing if you don't have the kind of worker that can work it.
Then they generate three instead of two.

So both is kinda right:
The tile improvement adds +1 base production/science.
But the tile then generates 3 with the corresponding worker on it.

Here's a small test to see if you understood:

Our city has 1 field-lab and 2 engeering-bays.
It has 3 engeneers and 3 scientists.
How much base-science and how much base production does it generate.

Mark the following two lines to see the solution:
7 base-science
8 base-production