Reply To: Thoughts from a new player

Home Forums General Discussion Thoughts from a new player Reply To: Thoughts from a new player

#1966
Zorro
Keymaster

Hi,

Orbital stations use warp inductors as positioning systems to maintain the orbit. Planet-side constructions do not need them.

I’ll have a think about where to talk about yield/abundance more. There’s not really enough to say to justify a separate appendix. but also don’t want to distract too much from tutorials with too much technical detail…

Essentially yield is a direct percentage indicating how much SCU of refined material you’d get per SCU of raw material. e.g. at yield 40 a refinery should turn 100 SCU of raw material into 40 refined materials. “Abundance” indicates how available the resource is and effects a couple of things.

Firstly, it affects the extraction rate, with more raw materials per cycle being extracted for more abundant resources.

Secondly, there is a ceiling on how much of each resource can be mined in a given period of time. If more than this number is mined then the “efficiency” of the extraction operation decreases such that less raw material is extracted per cycle. The amount mined is per resource rather than per extractor or per fleet (you cannot extract more by using 2 fleets than you could with 1). There are diminishing returns once the ceiling is reached, but dropping below 100% efficiency needn’t mean that you should stop adding more extractors, you can still extract a greater number of resources per cycle, except at a lower efficiency. For critical resources (e.g. precious metals) i’ve often gone down to 70% or so.

(maybe there is enough to say to justify an appendix page of its own, especially if I give some examples comparing extraction at an efficiency less than 100%)