One per player is not (one per player)
The special bonuses like Monsentium (+1 food) are stackables, but they are indicated as being 'one per player'. Do I misunderstand the tooltip or this is bugged?
The special bonuses like Monsentium (+1 food) are stackables, but they are indicated as being 'one per player'. Do I misunderstand the tooltip or this is bugged?
It's bugged.
I submitted an issue but they don't seem to have understood it.
I destroyed a +capacity resource thinking I had two, could no longer build my designs with just 1. ![]()
Having them limited to one per player doesn't really make sense though unless something is added so you can see how many you have. (Except on the trade screen)
I would actually vote to keep them as they are, i.e. you can stack as many as you want... Gives you some nice incentives on very lager maps. ![]()
I don't think it is bugged. It would be weak to have them as trade items if you could only use one of them. I think it is just a leftover tool tip. It would be nice to have a handy display outside of the trade dialogue. The trade dialogue has a mechanism built in for trading multiple copies of a supposedly one-per-player item. I can offer you two or more of any of them. That is why I think it is working as intended, but documented incorrectly.
They are NOT bugged. From Alpha to now it was always intended that they stack and that you WANT to buy them up. What is bugged/wrong is the wording on the description. Paul knows this and it will eventually get redone in a text/correction pass.
... that's still bugged, tbh ![]()
But yes, they make infinitely more sense as stacking bonuses. They need an aggressive nerf, though.
Personally I would keep them as is, since I dont use Abundant settings or Mods.
How about a 'diminishing returns' type settup AFTER the player/ai reaches 100% on that resource.
Even without abundant settings, some give out 10% global increase to stuff. At a time when the interface is being butchered to try and cut overproduction, one might argue that massive global bonuses for colonizing Craphole 1 are a great candidate for nerfs.
I don't see them as massive, but maybe I am using them wrong or something. The only thing I notice is the AI doesn't seem to know selling you two copies of a trade resource is different from selling you one copy and should cost more.
Currently I am in a protracted war with they Yor. I have 38 colonies, they have 29.My global planet settings are uncommon as well as resources. It is turn 386. I am power level 2450, they are power level 2440, at one point they were higher. The rest of the ai are about 100-300 points below us.
Regarding the resources we are discussing I have on average about 3-4 of each one EXCEPT , the tourism ones which I went and bought up from all the minors and other majors simply to boost cash so I could rush buy stuff. I am doing about 2100/bn per turn and my production prime is 540 for the capital and 280 for its neighbor planet. I am cranking LARGE hulls out ever other turn. I have not reached Huge yet.
Over all they (the stack-able resources) are nice but so far are not the tipping scale unless....you grab many 8+, which equates to 40% increase in whatever: Movement, or economy or happiness.
Problem is the one size fits all of parameters, and the potency of some depends quite much of the size of the map you play.
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