Politician Archive
Thread: Got the Research Bonus.....secret is out
Master weaponsmith with top crafting station , tools , +25 experiment robe , etc.. and still getting the same old critical fails and moderate aka failures success.
Sad that we dont see a diff for the 125k weekly...
OK, I visited the Advanced City guide and this is what I found, there are no mention of extra experimentation points, just reduced failures..
Quote:
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.
Job Market is where it's at.
Akkori wrote:
Yes, but even if you experiment on every single point, and get Amazing sucesses on every one, you are STILL capped at the SAME level !.
To put it another way (and yes, it is STILL speculation until the DEVS respond, or until next week when.IF it stats to work):
Getting Amazing successes on every single Experimentation try with or WITHOUTthe Bonus will produce the SAME result.
Lame.
*IF* that is indeed how it works.
Actually, this is not true. Take a weaponsmith for instance, there are 4 experiemental areas in a gun. Now if he gets amazing on each of his damage rolls he would max damagewith fewer experirement points usedand have points left over to put in any of the other 3.
SoI guesspart of this is true, you can't make a gun more powerfull then someone without the research center and the same resources, but you can make a better gun overall.
Try making something a bit more challanging then a powerup. Like maybe a gun and all accosiated components, or some armor. Check all the extra great and amazing results you get, which allows you to max out normal stats with fewer experimentation points then put those extra points to use in one of the other catagories.
Its pretty clear what it is, 15% better experimentation RESULTS, so great and amazings are easier to come by. Powerups can easily be maxed out by a non human/mon-cal master artisan, humans and mon-cal will do it with a point left over. The bonus doesn't make your materials better, just modifies your luck a bit.
Okay, its been a week, and the credits were taken out of the Treasury to pay for the Research SPecialization. But I still do not detect any difference. I made about a hundred powerups using the exact same resources I used 2 weeks ago, and I get the exact same results.
I think it's about time the Devs enlightened us.
It won't change the maximum stats for anything, it just helps your experimentation points go farther. For Weapons and Armor, this means you can get a few amazing successesand have extra points to reduce HAM costs, for doctors - they can add more charges to their stims, etc.
The improvements are not going to be anything drastic. Don't expect one weaponsmith to someone justify the cost of the specialization. But think of a large number of crafters using it over the course of a week - the savings will definitely add up. I think the point is that this is not the end all-be all of city specializations, it will not be worth it for every city.
Try making something a bit more challanging then a powerup. Like maybe a gun and all accosiated components, or some armor. Check all the extra great and amazing results you get, which allows you to max out normal stats with fewer experimentation points then put those extra points to use in one of the other catagories.
Its pretty clear what it is, 15% better experimentation RESULTS, so great and amazings are easier to come by. Powerups can easily be maxed out by a non human/mon-cal master artisan, humans and mon-cal will do it with a point left over. The bonus doesn't make your materials better, just modifies your luck a bit.
Akkori wrote:Yes, but even if you experiment on every single point, and get Amazing sucesses on every one, you are STILL capped at the SAME level !.
To put it another way (and yes, it is STILL speculation until the DEVS respond, or until next week when.IF it stats to work):
Getting Amazing successes on every single Experimentation try with or WITHOUTthe Bonus will produce the SAME result.
Lame.
*IF* that is indeed how it works.
Well, it's far from lame for those who have more than one thing to experiment on.. because even though the first thing they experiment is still the same with or without the bonus, now they get to experiment one thing fully, and then add another thing on top of that! This means that you'll actually see more than token amounts of accuracy experimentation for weapons, or durability for armor. This is a good thing. Just because DE's apparently don't have more than one bar to experiment, doesn't mean that the specialization is worthless to the crafting community as a whole.