Architect Archive
Thread: Crafting in a Research Center
http://starwarsgalaxies.station.sony.com/content.jsp?page=Advanced%20Guide%20Player%20Cities
City Specialization
As the politician gains skills he will eventually earn City Specializations (specs). A city can only have one spec at a time. A spec gives the city a bonus in some area at the exchange of an increase maintenance cost. The city spec may only be changed once a week.
Sample Rich- 70k cr / week Sampling in the city provides 20% more resources and a 10% greater chance of finding resources.
Manufacturing Center- 50k credits / week Crafting done in a 'Manufacturing Center' earns a 10% bonus to prototype assembly results, significantly reducing the chance of failures.
Research Center- 125k credits / week Any experimentation done within a 'Research Center' is enhanced. A 15% bonus to the final result roll is added during the experimentation phase of crafting.
Clone Lab- 80k credits / week The cost of clone insurance in a city with the 'Clone Lab' specialization is reduced by 20%.
Improved Job Market- 80k credits / week Missions taken in a city with an 'Improved Job Market' grant a 20% increase to their rewards.
Entertainment District- 80k credits / week Entertainer healing is 10% more effective in an 'Entertainment District'.
Medical Center- 80k credits / week Medical healing is 10% more effective in a 'Medical Center'.
Stronghold- 150k credits / week A 'Stronghold' has trained its militia members to the peak of their abilities in the methods of tactical defense. Militia members in a 'Stronghold' get a 50 point bonus to all defense rolls against other players.
Industrial Society- 200k cr / week An 'Industrial Society' gains the bonuses of both the 'Manufacturing Center' and 'Research Center' specializations. Master politicians get this.
Scientific Society- 175k cr / week A 'Scientific Society' gains the bonuses of both the 'Medical Center' and 'Entertainment District' specializations. Master politicians get this.
The one time I tried it was on 'temporary tuesday' and I got noticably more Amazing Successes in the research center.
Anecdotally speaking...
I seem to have better luck when I'm in a research center.
Pawlin wrote:
Research Center- 125k credits / week Any experimentation done within a 'Research Center' is enhanced. A 15% bonus to the final result roll is added during the experimentation phase of crafting.
Currently this only works for Artisan Experimentation (not Arch, not WS, not AS, not DE, Chef, or Tailor).
You're confusing experimentation with assembly. An assembly bonus would give you more great successes in your assembly stage. An experimentation bonus will give you an extra experimentation point during the experimenations stage.
Faellyn wrote:
You're confusing experimentation with assembly. An assembly bonus would give you more great successes in your assembly stage. An experimentation bonus will give you an extra experimentation point during the experimenations stage.
BoberFett wrote:
Faellyn wrote:You're confusing experimentation with assembly. An assembly bonus would give you more great successes in your assembly stage. An experimentation bonus will give you an extra experimentation point during the experimenations stage.
Say what? I know the difference between experimentation and assembly.A research center gives a 15% bonus to the experimentation roll. It doesn't give you an extra experimentation point. The only way to get extra points is with tapes or certain races have inherent bonuses.
/nod
And I have noticed more amazings making weapons (Laser Rifles, not CDEFs) in a research center. Usually about one every 20 attempts. I also noticed far fewer moderates (about 1 in 15 vs. 1 in 5 without a research center). Really, I don't make anything that counts without taking a trip to the local research center now (too cheap to live in one