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commerce, medical and enertertainment.

 
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commerce, medical and enertertainment. - 7/6/2014 4:10:43 PM   
thefinn

 

Posts: 89
Joined: 5/29/2014
Status: offline
I was looking through the stardard builds and saw that the resort bases had more than 1 entertainment module - why ?

If there's some bonus to this for resort bases, should I also have more medical and commerce on my resort bases.

Resort base income - why does it vary constantly in the goddamn empire summary screen ? Just to piss me off ?
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RE: commerce, medical and enertertainment. - 7/6/2014 4:24:20 PM   
Ceorl

 

Posts: 20
Joined: 6/11/2014
Status: offline
Because this is Distant Worlds and it exists mostly to piss off the people who play it :D

My understanding is only 1 medical and entertainment module are needed to provide a system-wide benefit and that additional do not stack. You should not have medical or commerce modules on your resorts unless the former if within a system with controlled planet and no starbase (unlikely) and the latter never since no trading occurs there (I think). Sounds like an bug and/or oversight when the coders programmed the AI resorts.

As for fluctuating income, Distant Worlds UI is terrible, which kinda makes sense given the complexity of the engine and the smallness of the staff, and never provides sufficient detail of any income modifiers. I just live with it. I've seen my resort income fluctuate from 8k to 138k with no change in diplomacy or the # of resorts.

(in reply to thefinn)
Post #: 2
RE: commerce, medical and enertertainment. - 7/6/2014 4:27:27 PM   
thefinn

 

Posts: 89
Joined: 5/29/2014
Status: offline
Yeah sorry regarding the resorts, I was thinking ahead that if there is some kind of benefit to having more than a single commerce or entertainment module - should I change the rest of my resorts - keep in mind I found 3 commerce on the default build ... for whatever reason? Mistake ?


(in reply to Ceorl)
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RE: commerce, medical and enertertainment. - 7/6/2014 4:41:33 PM   
Sindri

 

Posts: 10
Joined: 7/1/2014
Status: offline
Hi, it is most likely a mistake, only one module is needed to provide bonus for the station. More of them will only act as a spare ones if others will be destroyed during the battle and there is still at least one working.

(in reply to thefinn)
Post #: 4
RE: commerce, medical and enertertainment. - 7/6/2014 4:51:20 PM   
thefinn

 

Posts: 89
Joined: 5/29/2014
Status: offline
Cool, thanks for the clarification.

(in reply to Sindri)
Post #: 5
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