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Resources on Colony Worlds

Posted: Fri Dec 17, 2010 5:51 pm
by Flaviusx
At what rate does the population extract these unassisted? Is it worth including a luxury and a mineral extractor on a star port built on colony worlds?

RE: Resources on Colony Worlds

Posted: Fri Dec 17, 2010 8:19 pm
by elliotg
Colonized worlds usually extract resources at a rate of 10 units per second. Worlds with less than 1 billion population are slightly slower, but never less than 6 units per second.

It's not normally necessary to use extractor components for colonies, though you can do that if you wish.

RE: Resources on Colony Worlds

Posted: Fri Dec 17, 2010 11:41 pm
by Aures
ORIGINAL: elliotg

Colonized worlds usually extract resources at a rate of 10 units per second. Worlds with less than 1 billion population are slightly slower, but never less than 6 units per second.

It's not normally necessary to use extractor components for colonies, though you can do that if you wish.
I have tested this in several builds and I have never seen additional resource extraction at colonies with bases/space ports that have extraction components. In earlier builds I ran some pretty exhaustive tests (eg detailed enough to confirm that extraction rates at colonies depends on population in the way you describe) but in the latest ROTS build in response to this thread I built a space port with 30 mining engines/luxury resource extractors at a colony and confirmed it makes no difference to resource extraction rates. I always assumed this was intentional, if extractor components are supposed to work at colonies then something needs to be changed in the code.

While we are on the subject of resources at colonies, what purpose do cargo bays serve at bases built at colonies? Any base built at a colony has all the colonies cargo listed in the cargo tab for the base so the cargo bays look like they don't do anything. I think one is required for cargo transfer to work properly but I can't see what purpose additional cargo bays serve. I have been stripping the extra cargo bays off my space ports for a while now with no adverse effects that I can see.

RE: Resources on Colony Worlds

Posted: Sat Dec 18, 2010 5:17 am
by Shark7
ORIGINAL: Aures
ORIGINAL: elliotg

Colonized worlds usually extract resources at a rate of 10 units per second. Worlds with less than 1 billion population are slightly slower, but never less than 6 units per second.

It's not normally necessary to use extractor components for colonies, though you can do that if you wish.
I have tested this in several builds and I have never seen additional resource extraction at colonies with bases/space ports that have extraction components. In earlier builds I ran some pretty exhaustive tests (eg detailed enough to confirm that extraction rates at colonies depends on population in the way you describe) but in the latest ROTS build in response to this thread I built a space port with 30 mining engines/luxury resource extractors at a colony and confirmed it makes no difference to resource extraction rates. I always assumed this was intentional, if extractor components are supposed to work at colonies then something needs to be changed in the code.

While we are on the subject of resources at colonies, what purpose do cargo bays serve at bases built at colonies? Any base built at a colony has all the colonies cargo listed in the cargo tab for the base so the cargo bays look like they don't do anything. I think one is required for cargo transfer to work properly but I can't see what purpose additional cargo bays serve. I have been stripping the extra cargo bays off my space ports for a while now with no adverse effects that I can see.

The only advantage I can see to the cargo bays on starports is that ships might load/unload faster...being able to utilize all the docking bays. This may be an area that we need to test.

RE: Resources on Colony Worlds

Posted: Sat Dec 18, 2010 7:31 pm
by Carewolf
Apropos, it doesn't seem resort bases work over colonies either. This might also be intentional, but if it is, it might be an idea to remove resort bases from the colony construction options.