Talk:Training Center

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I haven't tested the effects of the government center yet, but I think you get a 10 point bonus to your Colonist to Crew rating, a 5 point bonus to your Crew to Troop rating, and a 1 point bonus to your Troop to Guard rating.


Those are the same numbers I have in my notes. So unless the code has changed fairly recently, that's it. (Amaranthine)


I have tested the effects of the government center (host 195) and corrected the formula with the values I found (40/20/1 point bonus). (Arakhune)


Moved from article:
GToeroe: Read the last sentence with care. You know how much money normally can be generated from 1M colonists. 1000mc from the cities plus the taxes. Now take this extreme example: 1M UEA colonists = 50 * 20000 troops(with 30TCs) = 78kMC per turn. Which race has such income potential on his own? I agree that one has to take care for resource points and the availabe room for expansion. But did you ever thought about running as much as possible TCs (50-100!) one your UEA HW at least for the first turns? Because then you also are rapidly be able to get gobs of troops from re-educating as the first opponents will be hit by thousands of troops very - VERY - early in the game. Also you reach all tech levels earlier than any other in the game.
Serious overestimate here. The maximum MC generated by new crew (at ~85 crew) is only 2 MC. The maximum MC generated by new troop (at ~85 troop) is 5 MC. The maximum MC generated by HG (at ~85 HG) is ~2013 MC.
Training more than 85 actually reduced the total MC collected. MC generation by Crew and Troops is essentially insignificant.


Regarding the "helps to provide skilled crew on new starships".
Does this not apply to Quickbuild? I have a new-built ship over a planet with 5 TCs and plenty of High Guard. Both its skill and experience are 0.
Amaranthine 21:37, 16 January 2007 (CET)
That is correct. I've submitted new code to Tim to fix this issue. I'm pretty sure it wasn't intentional. --Magik 21:40, 16 January 2007 (CET)


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