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?

 

 

23,961 views 10 replies
Reply #1 Top

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) 

Reply #2 Top

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. :)

Reply #3 Top

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.

Reply #4 Top

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. 

Reply #5 Top

Quoting Larsenex, reply 4

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. 
End of Larsenex's quote

 

... that's still bugged, tbh :)

 

But yes, they make infinitely more sense as stacking bonuses. They need an aggressive nerf, though. 

Reply #6 Top

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. 

Reply #7 Top

Quoting Larsenex, reply 6

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. 
End of Larsenex's quote

 

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.

Reply #8 Top

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.

Reply #9 Top

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. 

Reply #10 Top

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.