can someone tell me about resource points that constructors build on?

Not sure I understand how they work?  Are they galaxy wide?

The mining and research somewhat make sense to me.

Not sure about the influence one.  I know it increases influence.  Does it help with money?

12,422 views 18 replies
Reply #1 Top

Yes, bonuses from resource mines are empire-wide. The wiki page on resource nodes is here.

Reply #2 Top

Mining starbases increase the relevant stat of your empire (economy, research, morale, military, influence) by the percent listed. Note the bonuses are additive, not multiplicative - two resources mined at 39% will give 78% bonus, not 93% (Stat * (1.39 *)) not (stat * 1.39 *1.39).

Research bonus gives additional research output, so you get more output from the same number of buildings. Economy bonus increases the amount of money you get from the same population and tax rate. Morale increases the approval of your empire. Military increases the attack and defense of your ships.

Influence increases the ammount of influence you get from planets and starbases. It will increase tourism income, but not by a large factor. Your planets will be more resistant to flipping, and will more easily flip others.

Reply #3 Top

Just to add – I’m a relative noob and only recently am I appreciating the power of these things. Maxed out they give a 39% bonus; if you can get two or three of the same type the game becomes a lot easier.

I’m playing a game where I’ve got two maxed out military resources, simply put, pound for pound my ships are nearly twice as effective as the AIs.

 

When the game guides talk about grabbing a resource as a priority they aren’t joking – they are amongst the cheapest methods of adding civ wide bonuses to your empire.

Reply #4 Top

... which is why the AI will go after your resource starbases as much as it can. Now, it won't bypass all of your planets to get to them, but the AI will make any nearby ones a top priority. Protect them well.

Reply #5 Top

Lucky us we have Minors that prioritize grabbing most of these precious resources away from Majors though -- putting them in a_sort_of temporary hold until we simply snatch any for ourselves instead of AIs. Easy targets, and yet taken by a less risky but timely Declaration of War.

Reply #6 Top

In TA with tech trading on, you can get a max bonus even higher than 39%, but I forget how high.

An important corollary to the point Zyx makes in reply 5 is that you'd be smart to assign a few constructors to Vulture Duty by keeping them relatively close to resource nodes currently owned by minors or another major. Both minors and majors tend to lose their mines quickly during wars because they aren't very good at defending them. If you're not involved in the war and have a fairly high military rating (i.e. you don't look like easy meat to the AIs), then you can snap up a newly-freed node quickly without having had to get your hands dirty by attacking the previous installation.

Reply #7 Top

Does one constructor do anything?  Or do you need a second one to get the bonus?

Reply #8 Top

One constructor gives a 5% bonus.

And in TA with tech trading on, the Thalans (and possibly the Korx) can get up to 60% per mine.

Reply #9 Top

Quoting brycej, reply 7
Does one constructor do anything?  Or do you need a second one to get the bonus?

I play the largest maps, and by mid-game I tend to send small fleets of constructors out to lurk around other folks' resource mines.

In TA, when you get that Thalan starbase defense tech and have the money to use it, a three-pack of constructors usually provides a very sturdy foothold in a 'hot' zone. Or it can get you a decent initial bonus-bump if the new base is in a relatively quiet part of the galaxy. (I know lots of folks scoff starbase defenses, but depending on your play style and the stage of a given game, they really can be worthwhile.)

Reply #10 Top

However, unlike theresource starbases, economic starbases don't give any bonuses to planets production until the second constructor adds a module.

Reply #11 Top

Do economic resource pts. only affect trade or all your economy?

Reply #12 Top

The green resources that you mine will give the bonus to your economy as a whole. I'm not sure what exactly gets the bonus though.

Economic starbases will give a boost to trade routes that travel through their area of influence, if they have the trade boosting modules.

What I use the economic starbases for is the added bonuses to social, military and research on planets in their area. I like to have at least one covering most of my planets. Only lone isolated planets won't get them. They can be a nice addition to your Tech capital planet.

 

Reply #13 Top

Quoting brycej, reply 11
Do economic resource pts. only affect trade or all your economy?

Good question. We need someone like Sole Soul, Mumblefratz, Magnumaniac, or Loupindour to chime in. That crowd really know the numbers.My guess is that the bonus applies to everything BC, but that's just a guess.

Reply #14 Top

I haven't done the math on them, but I'm *fairly* sure green resources increase the money you get from taxes - e.g if a planet is making 50bc at a given population and tax rate, it will make 55bc when you get a 10% bonus. I'm also fairly sure trade income is not affected at all.

In TA, when you get that Thalan starbase defense tech and have the money to use it, a three-pack of constructors usually provides a very sturdy foothold in a 'hot' zone. Or it can get you a decent initial bonus-bump if the new base is in a relatively quiet part of the galaxy. (I know lots of folks scoff starbase defenses, but depending on your play style and the stage of a given game, they really can be worthwhile.)

A fully pimped out starbase with Thalan tech is pretty well invincible, at least to what AIs are likely to throw at it. Even more so if you can get the standard fortification techs as well as the Thalan one. It's something like 77 defense in each category before bonuses, and plenty of available weapons. I've seen fairly large high tech fleets lose to these beasts.

Reply #15 Top

I haven't done the math on them, but I'm *fairly* sure green resources increase the money you get from taxes - e.g if a planet is making 50bc at a given population and tax rate, it will make 55bc when you get a 10% bonus. I'm also fairly sure trade income is not affected at all.

Fairly easy to test for anyone who's interested, and given that there's a Trade ability as well as an Economy ability I'm going to go with Willy on this one in lieu of firing up the game and testing it-there stands no good reason why an economic mining resource base would increase your trade value; it should be purely taxation (and possibly tourism, which no one has done enough work on to my knowledge to say anything about one way or another).

Reply #16 Top

... no good reason why an economic mining resource base would increase your trade value; it should be purely taxation ...

Well, there's the plain language meaning. Trade is an element of the overall 'economy' and the UI describes the bonuse as 'economic.' But calling them 'taxation bonuses' probably wouldn't sound very good to some folks.

Reply #17 Top

there stands no good reason why an economic mining resource base would increase your trade value in light of the fact that Trade and Economy are separate abilities

Better?

:)

It was earlier in the same sentence, but I guess I should have stated it after instead.

But calling them 'taxation bonuses' probably wouldn't sound very good to some folks.

Yeah, there's that as well.  Which makes me think they might increase tourism in addition to taxation.

Reply #18 Top

Better?

I should have added ;)

I wasn't arguing your accuracy, just making fun of this Nth instance of software wording not quite mathching plain language meaning. It's kind of a professional thing with me. I'm one of those underpaid folks who goes around trying to do what passes for documentation & text-related QA these days. I'm really stoked to see Stardock carving another trendsetting path with their plans to hire real, live editorial types. It can be thankless work inside a dev shop, but when done well it yields better products.