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Post by euphorion on Jun 29, 2015 2:52:54 GMT -5
I asked in the Tips & techniques forum about it and got this reply:
Brutus Aurelius:
1) You build it. There is no bonus until it says 100% Active. If you shift it to lower in the queue, for example, so that Colony can build a Hab Unit, the bonus is not applied.
2) System Wide means that the whole Colony focuses on providing the bonus, as Colonies are entire Star Systems. So I built it again in my recent game.
The first 2 screens are before it got completed (2 turns left, no "active" comment, 17 TP at the colony) The next set of 2 screenshots is from a turn later when it says "active" (yet only 99/100 CPs), colony stats are completly unchanged, still 17 TP, same income.
Also: nothing changes on these stats during the next turns
As far as I can see there's no benefit from this 10k Credits installment.
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Post by anrdaemon on Jun 29, 2015 12:38:19 GMT -5
It takes effect only when it is completed. You did not build it, it has no effect.
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Post by Brutus Aurelius on Jun 29, 2015 13:20:32 GMT -5
If I am not mistaken, the TP is added directly to the Empire's total count.
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Post by Cory Trese on Jun 29, 2015 15:27:03 GMT -5
Great deal of benefit, but they're not required. If you're not seeing it being worth it for the Empire, you can Idle the CP.
If you run the numbers, there is a break even point.
The TP is added under the Empire summary, not the Colony screen.
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Post by euphorion on Jun 30, 2015 2:01:07 GMT -5
Ah ok, got ya. Could it be that at difficulty hard you are receiving +8TP from it? (10@easy, 9@normal, 8@hard...).
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Post by Cory Trese on Jun 30, 2015 8:56:51 GMT -5
No, upgrade bonuses are not scaled by difficulty. The value of the TP is, however.
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Post by euphorion on Jul 1, 2015 2:43:58 GMT -5
Strange - last time I checked Empire TPs rose by 8 when this got finished, no idea where the 2 missing ones could have vanished to. Well anyway, this probably won't be included in my research/building scheme anymore anyway.
As I see it: #1) The research usually would be done at the "rushhour" when you do need better military, better economy, better everything. Shortly: at a time when you really have to prioritize.
#2) Breakeven: as you mentioned there is a breakeven, as soon as CP is getting somewhat high it's not worth it anymore (exact point is depending on politics of course).
#3) Time of build because of #2 you would have to build it when CPs are low, which is problematic as a colony needs a lot of new things at this time. Hence you will build it usually when the colony is already quite developed (~8-10CPs), which takes the profit margin quite low
#4) Profitability You need to spend 10k for it, which is not too problematic as you will get those back once you abort the project. Profits generated are rather low (#2/#4) and in order to reach breakeven you will need to generate ~1k Credits net profit (so income from the 10TP vs leaving the colony at idle production) first as you will lose ~1k by building it (100 CPs building cost could have been idled for the same time, generating ~1k Credits profit)
All in all: unless I miss something you will only under very optimal circumstances generate any worthwhile profit from it. So it may not be bugged, but it's probably widely uneconomical under the current circumstances.
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Post by Cory Trese on Jul 1, 2015 20:53:28 GMT -5
Actually ... unintended consequences of CP to Credits rebates have made these things ridiculously good =)
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