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- Science is solely for your research and does not stack, so always be researching.
- Food determines how many turns it will take for a system to get another population unit.
- Dust is just your gold.
- Industry determines how many things you can build (system improvements, ships, planet specialization)
There's also manpower but that's kinda different. Later on you can get research that can convert some of your industry into Food, Dust, or science.
Briefly, Amplitude uses the same math for all of FIDSJ, across all of their games. (I use J for influence :) There are no special rules. If you hover over the right places, you can eventually deduce how the math works. (ES2 update 1 seems a tad better at explaining the numbers in popups than EL or ES1.)
For example, your system dust total can be computed as:
~ Dust = SUM[each planet p] [(p's Dust per pop) * p's population ] + p's local "+Dust"
~~~~~ + all flat "+Dust" bonuses affecting this system
The D portion of a planet's FIDS base value is "Dust per pop". All effects (planet-only, system-wide, or global) that say "+x Dust per pop" stack with this. Add all of those effects up, and you get a final FIDS score. Multiply that by the actual population, and add in all local bonuses (usually these are only from racial traits of population actually present), and that's the total FIDS displayed above each planet in the system view. Hover over any line to get a breakdown of the effects.
Now for the system as a whole, add up all colonized planets' final FIDS horizontally, and then add in all flat "+x Dust" bonuses. (Ignore "+ per pop" because they've already been baked into the preceding.) Bonuses per system include system-wide effects (system improvements, Hero governor, blockade penalty, maybe events that specifically target one system) and global effects (laws, events, expansion penalty, ...) Hover over the D score in the system's FIDS and it'll popup a breakdown.
Finally, your empire-wide Dust +/- score is given by SUM(all systems) - SUM(all upkeep), plus other global effects like trade routes or maybe dust-per-turn treaties. Hover over that and it'll show you what's coming from where.
The other components FI_SJ use exactly the same procedure. (J = influence :) If you're running short on dust, just tweak your systems (or your early-game strategy) to produce more dust.
- Every ship, fleet, and system improvement drains dust upkeep. The costs are quite steep (even compared to ES1, so we're getting mildly shocked too), e.g. even the "necessary" early-game system improvements are running -4 dust each. Build just a few of those and you'll exhaust your homeworld's naked dust output. So ... research and build some dust system improvements, set a few Dry planets to dust specialization (and actually move some population there, or it's not helping you), and sometimes choose to colonize the dust-heavy planet even tho it sucks in FI_S.
- When deciding between improvements (or skills, laws, etc.), assess the difference between "+X Dust" constant bonuses and "+X Dust per pop" bonuses. Early improvements, and things like Settlements, often give the constant "+X" bonuses. These can be must-have gamechangers early on, when they outweigh your pop-based contributions. The "+ per pop" bonuses have small effect early on, when your pop is low, but grow with your pop (and eventually dominate?). Later on, you'll choose systems based on this, e.g. a system with only 1-2 planets might never be worth the bother of building up the "+ per pop" improvements, but a system with 4-5 big planets will make the "+ per pop" path a winner.
- When you have 2+ colonies in a system, drag-and-drop your population between planets to maximize their racial trait bonuses, or to shift your output. For example, you should deliberately colonize the 3/3/18/2 planet just because it produces that whopping +18 Dust per pop. Then when you need to raise cash in a hurry for a few turns, move some pop from other planets onto that one. With good planning, "imbalanced" systems (i.e. those whose colonized planets have wildly different FIDS scores) can give you nimble response to adjust as needed.
As an exercise, pause one game and hover over one system's planets (when you have 2+ colonies thereat), and figure out all of your +Dust bonuses, until you understand the numbers. You need to do this only once to gain a sense of the math (but you should do it at least once, or the other players/AI will out-plan you). We loves spreadsheets!
To summarize: In Era 1, you gotta spend at least 1 tech (and maybe 2-3) on dust techs. They're just too good, and you'll starve without them. (Play, starve, nod, adjust.)