commerce, medical and enertertainment.

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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thefinn12345
Posts: 91
Joined: Thu May 29, 2014 2:40 pm

commerce, medical and enertertainment.

Post by thefinn12345 »

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 ?
Ceorl
Posts: 20
Joined: Tue Jun 10, 2014 9:50 pm

RE: commerce, medical and enertertainment.

Post by Ceorl »

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.
thefinn12345
Posts: 91
Joined: Thu May 29, 2014 2:40 pm

RE: commerce, medical and enertertainment.

Post by thefinn12345 »

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 ?

Sindri
Posts: 10
Joined: Tue Jul 01, 2014 11:52 am

RE: commerce, medical and enertertainment.

Post by Sindri »

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.
thefinn12345
Posts: 91
Joined: Thu May 29, 2014 2:40 pm

RE: commerce, medical and enertertainment.

Post by thefinn12345 »

Cool, thanks for the clarification.
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