View Full Version : Are Nature shrines stackable?
PsychoTechFreak
April 27th, 2001, 02:40 PM
I like to use the nature shrines, they improve planet conditions AND planet value for the whole system. System wide facilities just stack with planet affecting facilities, e.g robotoid fac. (planet) plus Time Shrine (system). So I guess a nature shrine wouldn't even stack with a value improvement plant.
Refer to:
http://www.shrapnelgames.com/ubb/Forum23/HTML/001504.html
Edit: UUps, I'm not sure about that value improvement, seems there was a kind of bug in the past
[This message has been edited by PsychoTechFreak (edited 27 April 2001).]
Suicide Junkie
April 27th, 2001, 02:53 PM
The nature shrines are system abilities, so they would stack with at least one value improvement facil.
The game seems unconcerned with having two nature shrines in the same system, but does give a message for other things.
Once my six shrines on Curyok III are done, I'll tell you if they stack for sure http://www.shrapnelgames.com/ubb/images/icons/icon7.gif
Nitram Draw
April 27th, 2001, 03:12 PM
Do you have one built already?
I noticed I could queue multiple system wide facilities without getting the warning if none were completed.
Suicide Junkie
April 27th, 2001, 03:29 PM
I've always had one in both my systems. It's just that now the atmosphere is converted on my religious colony, so I tried building a new one before I scrapped the old one
Dracus
April 27th, 2001, 03:33 PM
I have noticed that also. I was able to build multi spaceports and Urban in a system without getting a message because none were completed.
I think you only get the message of the it exist and The game does not view items in a que as being in existance until they are built.
I could be wrong......
Nitram Draw
April 27th, 2001, 03:39 PM
Sounds like a small bug but if you can get all 6 built you will have created a Shangri-La. Enjoy it.
Suicide Junkie
April 27th, 2001, 05:22 PM
I decided to build only 4, and use the other two slots for other types. It's been almost two years now, sooo lets take a look see:
It only went from 77% to 80%. Bummer.
They don't stack, and it dosen't warn you about duplicate facilities.
PsychoTechFreak
April 27th, 2001, 05:27 PM
This thread brings up another problem of mine, which really drives me mad:
It's too easy to lose the sight of the system facilities. You build a gestation vats, a few turns later a medical lab, which makes sense, but you just get the warning: You already have a similar facility in system - groovy, I have to observe everyone of my colonies in the system to make sure which facility is double. I know there's a facility overview in the colonies window but it doesn't help a lot if you have more than 15 colonies in a system. The warning should be something like:
"You already have a Gestation Vats in the system"...
I'm depressed now...
[This message has been edited by PsychoTechFreak (edited 27 April 2001).]
TaeraRepublic
April 27th, 2001, 09:02 PM
Hm...does that mean that i am semi-cheating when creating on a new colony in a new system both Gestation vats and Medical Lab?
Ohwell... http://www.shrapnelgames.com/ubb/images/icons/icon9.gif
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Will
April 27th, 2001, 10:45 PM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by TaeraRepublic:
Hm...does that mean that i am semi-cheating when creating on a new colony in a new system both Gestation vats and Medical Lab?
<HR></BLOCKQUOTE>
Nope, only one of them will work.
And just a side note, I'm pretty sure there is NOT a limit to the number of productive Value Improvement Plants you can have (at least that's what it was back around v.1.10).
Suicide Junkie
April 28th, 2001, 01:41 AM
I was setting up a "religious colony" and the game didn't give me a warning about "similar system ability". Does this mean that they stack???
Nitram Draw
April 28th, 2001, 01:58 AM
I would guess not. The description says only one per system but it should give you a warning if one is complete.
PsychoTechFreak
April 28th, 2001, 03:01 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Will:
Nope, only one of them will work.
<HR></BLOCKQUOTE>
Just for the overlapping ability: Pop. growth; one Gest. Vats III increases pop. by 3%, Med. Lab III by 1%, if you build both, this should result in 3% pop. growth -from the highest modifier; but the Med. Lab has more functions: +happiness, +plague prevention.
Some system facilities have positive effects on happiness but the other ability might be more important, e.g. if you have a Temporal Vacation Service and try to build a Fate Shrine just to decrease the chance of bad events (I don't know good examples at the moment) then you'll get a warning about the similar facilities in the system, just because of the overlapping happiness modifier.
PsychoTechFreak
April 28th, 2001, 03:33 AM
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Will:
And just a side note, I'm pretty sure there is NOT a limit to the number of productive Value Improvement Plants you can have (at least that's what it was back around v.1.10).<HR></BLOCKQUOTE>
This is still correct for Value Improvement plants but not for Nature Shrines. I guess the stacking of the Value Improvement plants is not wanted, an unknown feature...
[This message has been edited by PsychoTechFreak (edited 28 April 2001).]
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