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2dfx
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/squatter
Nov 2001 time: 15:17
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When you have +2 efficiency on your social engineering and have a CC, does that mean that you have a paradigm economy in that city and have no penalties for going over 50% allocation for psych/labs/econ?
Also does it have any effect on bureaucracy drones?
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moi
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i dont believe CC affects the allocation waste in the tax/lux/sci allocation. i'm not sure about the burocracy drones tho.
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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OO, if you have some energy allocated to Psych in the SE, the base building the Creche could simply waste less of the collected energy, thus have some more going into psych too, which could account for the drone reduction, apart the supposed-local direct effect on BureaucracyDrones formula.
I admit I have never tested the local/global scope of some aspects of Creches. The effects on growth is self-evidently local, but I don't have more details to add now offhand to your considerations above about the other effects.
Adalbertus, are you aware of the Maintenance bug?
It has been fixed in SMAXv2, but not in SMAC.
It causes the maintenance costs to be lower to what is displayed in the F2 screen.
At Thinker difficulty level you have 33% discount off the Maintenance expenditures.
Say, you set SE so that your gross income is 30, but you have 60ec maintenance costs.
Up to Librarian level, economy works as declared, and you have a negative balance of -30ec per turn
At Thinker level the 60ec maintenance cost you read is actually 2/3rds (33% off) thus you pay only 40ec for maintenance and your balance is of -10ec per turn.
At Transcend level the Maintenance cost is 1/3rd of displayed value (66% off), and in our example the 60ec would actually be 20ec costs, bringing your balance to a +10ec per turn instead of the -30 you read.
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mrdynamic
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Minnesota
Jul 2001 time: 05:17
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I build one in all my bases just for the +.25 defense bonus .....
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MariOne
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Erewhon in Neverland
May 1999 time: 06:17
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aaglo, you don't see a breakdown item for commerce in F3 screen, but this doesn't mean that it's not accounted for.
In F3 screen you read "Gross Income". That sums all the "Economy" figures (lower center section in your basewindows) from all your bases. Those values INCLUDE the commerce, and INCLUDE the effects of Creches and the like.
In F3 you also read the running period balance from loans/credits.
You don't see the maintenance costs in the basewindows, but you can see it in lower left in F3 if you click on "bases", and the cost total is also reported above in the balance summary.
The result is displayed as NET income. The same value for NET income is the one you preview in SE screen.
All the economic effects are accounted for in the F3 screen.
The only bug affecting the accounting, is the Maintenance bug, that at top difficulty levels makes the game use a value for maintenace costs lower than it should be (the one displayed).
The Stockpile bug is different in the sense that is a new source of income which is "unexpected" because it will be generated at beginning of next turn. It does tho follow the economic rules (and for test purposes you can easily negate it putting a normal item in every Q).
Some player claimed that SMA_X_ introduced a new element of undocumented income, but no one was ever able to prove it or describe it (AFAIK).
Last edited by MariOne on 17-01-2002 at 20:04
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