Author Topic: Orbitals, ecodamage and stuff...  (Read 1141 times)

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Offline DarthNihilus

Orbitals, ecodamage and stuff...
« on: December 01, 2014, 12:58:07 PM »
The explanation of the orbital stations (Farm, Mine, Energy) is quite simple, but I think I don't get it right. For example, I have 8 bases, with ~40 population each (one- with 115). I started to plant forests instead of the improvement, also fungus started to grow, destroying the stuff. I've built 215 Orbital farms so far, and I can't understand why three of my cities have nutrients shortage. I guess it should be +215 nutrients to each base, no? Instead every base has only +1/+2 to nutrients, one -3 and one more -1. I'm not even trying to start understanding nexus mining stations... Can some1 enlighten me with this question - how are the space farms working EXACTLY?

Another question - somehow I think that I was able to look up any square on the map, seeing how much ecodamage it has, i.e. it was predictable which squre pops out the fungus with little green friends next. Or am I mixing up with some other game?

Offline ete

Re: Orbitals, ecodamage and stuff...
« Reply #1 on: December 01, 2014, 01:24:56 PM »
1. There's a cap on nut bonus per base, related to population. If your base is harvesting a lot of low nut squares, like forests without tree farms or hybrid forests, it's going to reach a point where more sky hydroponics don't help. Make some Tree Farms and Hybrid Forests, then consider advanced terraforming and using crawlers if that's not enough. You probably don't have the updated datalinks which explain this in more detail.

2. That is not possible. Eco-damage is calculated on a per-base level and exact fungal pop locations are not predictable, go to the base screen to see current eco damage from that base for an estimate of how likely pops around the base are.

 

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