Architect Archive
Thread: Skill tapes and Research Center City Specialization
I have been reading how skill tapes have to add up to 10 to get an extra experimentation point. I believe the city specialization Research Center, is going to increase experimentation by 15%. So if you can get your hands on a +5 tape, I would assume you could now get 2 extra experimentation points. Does this sound right to folks?
If we do get the 2 extra experimentation points, will it yield much? I have been getting my ore mining units to 88% and final assembly to 88%, but still only get 12kg/hr on heavy minerals. Do I have to get to 100% to get 13kg/hr? Can you go over 100%, like 115% with a +25 skill tape and get a 14kg/hr or 15kg/hr?
asdflkjh wrote:
Or does the research center mod of 15% just make the experiment more likely to succeed?
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.
Industrial Society- 200k cr / week An 'Industrial Society' gains the bonuses of both the 'Manufacturing Center' and 'Research Center' specializations. Master politicians get this.
The 15% bonus, or any skill attachment for that matter, will add to both the "experiment points" you are granted as well as the likelyhood of a good experiement.
With no failures you can only get up to 88%? Then I assume that the weighted stats only score 880, and 100 more experiment points won't change that number.
As a Master Architect, if you have resources where the weighted stat score comes out to 1000, with no crit fails, you can get a crafted item that is 100%. But say you were experimenting on the final combine of a harvester..you could use any extra points in..say...storage.
Doesn't really answer your question, I know..my interpretation of the city modifiers is not that you will get increased experiment points..but of course, cannot say for sure.
But just wanted to note that if your a master archi and you're only getting 88%, you need to get better resources.
hrm by its wording i wouldnt take it as experimentation points at all.
what it sounds like by 15 % extra on experimentation would be one of these2 i think
example, you get upto 72 % on an item normally with sub par resources, but with this modifier on you would be at 97 % instead resulting in a far better harvester / sub component or whatever. (and could go above 100 %?)
Or
you make an item to experiment stage, and now with the 15 % bonus your 15 % less likely to crit fail that heavy harvester, now resulting in only 1.8 out of 3 harvesters being worthless instead of 2 out of 3 (yeah sarcasm is on
)
if its the top one, then it is certainly worth getting, but if it is second (more likely im sure), i probably wont get it for my city unless we get armour/weaponsmiths in (or our current ones set up a shop
). If its just for myself then the 15 % less likely to crit fail or such wouldnt make me enough money to pay for the weekly addition to maintenance.
Aynianu wrote:
this modifier on you would be at 97 % instead
whoops,
Maths > Me
teach me to post at 3:40 am
The way I read it is that with Manufacturing Center you will crit fail less in both combine and experiment... with Research Center you will get more great and amazing experiments and, while u will not get any extra points you should in theory be able to max a bar with fewer experiments.. ie if your resource stats cap your experiment value at 88% then instead of normally needing 8 points of experiment to get to 88% you may only need 6 or 7 to get to 88% as your rolls are kicked 15% up and u will get more amazings.. thus virtually getting 1 or 2 more points..
My 2 cents...
Perhaps this is why the change the percentage changes when you get "amazing success", "great success", etc...