Politician Archive
Thread: City Specializations???
Anyone ever seen any of these work??
I dont seem to notice a bit of a diff with Research and that is oe expensive "don't work" to ahve in place....
the 2 supposedly best ones give no apparent benefit, our city has the research special and were probably gonna disable it within a few weeks cause it does not seem to be working or it gives us something we dont really need.
Shann0w wrote:
Is there an explanation of the different specializations somewhere? Somewhere that non-politicians can see. I want to make in informed decision when I pick a city.
Go look at the skills page (cntrl-s) and move ur cursor over the skills & it gives a detailed explanation
My PA TCON from wanderhome is one of the largest crafting PA's on our server and through extensive testing by all our master craftsmen none have detected any benefit for either manufacturing or production. Any boost it gives if it is even working is so minor that it is imperceptible from random statistical static.
I would have to say at the moment the improved job market or clone center are probably the best specs cause they at least DO something visable.
kaide
Research should be pretty obvious. At +15% everyone should have one more experimentation point...
...Ah! Ok, I've just realized! It's not +15% to experimentation. It's +15% to experimentation success. Meaning you fail less often on experimentation, NOT your experimentation % improves. Yes, that should be impossible to see if it's working or not. [I left the top part in cause that was my actual thought process.]
The production which is I think the 10% less crit failure one is also unnoticable. In theory it should be something you could see pretty easily if you had made a few hundred items but in our testing we were not able to detect any boost at all let alone 10%.
Kaide
the way this research bonus works.. is it gives +15% to your experimental roll.. so you are more likely to get great success and amazing success.. i personally did an experiment on light ore mining units.. 30 with exp on.. and 30 with exp off..
with it off i got ..
1 crit failure
1 moderate failure
1 success
2 moderate success
7good success
19great success
and 1 amazing
with research on..
i got
1 moderate success
5 good successes
17 great successes
7amazing
that is a noticable difference to me.. just got to know what to look for.. also .. the manufacturing bonus works same way .. 10% added to your assembly roll.. so odds are higher to get an amazing assembly ..
An interesting thing about how the successes are described - For BE's there are several stats being checked during manufacturing. And during experimentation there are always two DNA pairs being experimented on. If one is an amazing success and the rest are great successes, the UI will report "A great success!" The average of all stats being experimented on (or produced in initial combine) has to be in the "Amazing" range for it to report an amazing result. You could have a crit fail on one stat and amazing results on another, for a "good" success. I think this system bites the big one, but I'm not writing the code.
So ... a 15% increase in experimentation should result in a marked increase in Great succeses, a huge decrease in crit fails, and an small increase in amazing success. But I'm not seeing it. And I'm using +14 tool, +42 station.
i have asked every citizan tp perform similar test as HolyHell did... and results .. we roughly the same.. on the handfull that did it..
Sample size of 30 probably isn't large enough to produce any meaningful comparison since the system isn't perfectly random. Sometimes I can make five weapons in a row (20 experimentation attempts) with all great successes, sometimes I getten moderate successes in thirty attempts.
I'd test it myself with a sample size of 100+ if I could, but I'm home on winter break with no game access.