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Featured Games
Bioharvest DEAs
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Regional Fertility |
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Ecosystem Density1 |
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Habitability Ring2 |
Very
Dense (grass-green) |
Dense (green-brown) |
Average (brown) |
Sparse (red-brown) |
Very Sparse (red) |
Paradise |
Lush |
Alluvial |
Fertile |
Arable |
Hardscrable |
Homeworld |
Alluvial |
Fertile |
Arable |
Hardscrable |
Subsistence |
Green 1 |
Fertile |
Arable |
Hardscrabble |
Subsistence |
Barren |
Green 2 |
Arable |
Hardscrabble |
Subsistence |
Barren |
Hostile |
Yellow 1 |
Hardscrabble |
Subsistence |
Barren |
Hostile |
Toxic |
Yellow 2 |
Subsistence |
Barren |
Hostile |
Toxic |
Toxic |
Red 1 |
Barren |
Hostile |
Toxic |
Toxic |
Toxic |
Red 2 |
Hostile |
Toxic |
Toxic |
Toxic |
Toxic |
1Ecosystem Density is the measure of the biomass of the region. It has a range from very dense (dense tropical forest) to very sparse (desert). And is shown by the color of the maple leaf on each region of the planetary infrastructure display. The ecosystem density of a region doesn’t change with respect to species (I.e. it is the same no matter who is looking at the planet). The region with the best ecosystem density has the best fertility. Also, if a region has a grass-green maple leaf (very dense ecosystem density) it has the best fertility allowed for a planet of that habitability ring.
A quick rational for regions having the same fertility but different habitability/ecosystem density levels. A Green 2 planet with Very sparse region is able to support about the same amount of compatible life as a Red 2 planet with very dense region hence they both have the same fertility (hostile). The second planet region can support more total biomass but only a small percentage of that biomass would be compatible.
2Habitability ring is determined by the location of the planet on the habitability display (temperature and atmospheric density) and the distance of that planet to the ideal habitability of a particular species.Each horizontal row represents a planet habitability ring with the full range of fertility allowed for that habitability ring. Ecosystem density is the only factor that gives a variance to the fertility of the regions on a planet in a particular habitability ring.
If a planet is terraformed one level, all regions will improve one fertility level (except some toxic regions – I don’t distinguish between toxic levels of a region; if exposure to a region that is toxic harms in 5 minutes or 60 minutes, it matters very little as in either case you’re hurt )
If a region is regionally terraformed one level (one ecological infrastructure building added improving the ecosystem density of that region one level) its fertility will also improve one level (again, except some toxic regions).
Biodiversity: Now, lets talk about biodiversity. Biodiversity
is kind of the bioharvest counterpart of mineral richness. But you tend to
find higher biodiversity with older solar systems (the opposite of mineral
richness) Biodiversity has two effects in the game. 1) Affects starting
ecosystem density of the planet. Each region has the same chance of starting
with any ecosystem density on a planet with a biodiversity of Heterogeneous.
Higher biodiversity increases the chance of each region starting with a
higher ecosystem density. 2) Affects the amount of AUs generated by rare
byproducts from bioharvest DEAs on that planet.
OK, now that I have given you a glimmer of how planet development works
(I’ll explain more when I cover solar system creation), here’s bioharvest
base efficiency:
Geodic Species Bioharvest Base EfficiencyTable |
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Regional Dominant Terrain Type |
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Regional Fertility |
Mountain |
Broken |
Plain |
Lush |
14 |
12 |
10 |
Alluvial |
10 |
8 |
6 |
Fertile |
6 |
5 |
4 |
Arable |
4 |
3 |
2 |
Hardscrabble |
3 |
2 |
1 |
Subsistence |
2 |
1 |
0 |
Barren |
1 |
0.5 |
0 |
Hostile |
0 |
0 |
0 |
Toxic |
0 |
0 |
0 |
Cybernetik Species Bioharvest Base Efficiency Table |
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Regional Dominant Terrain Type |
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Regional Fertility |
Mountain |
Broken |
Plain |
Lush |
12 |
12 |
12 |
Alluvial |
8 |
8 |
8 |
Fertile |
5 |
5 |
5 |
Arable |
3 |
3 |
3 |
Hardscrabble |
2 |
2 |
2 |
Subsistence |
1 |
1 |
1 |
Barren |
0.5 |
0.5 |
0.5 |
Hostile |
0 |
0 |
0 |
Toxic |
0 |
0 |
0 |
All Other Species Bioharvest Base Efficiency Table |
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Regional Dominant Terrain Type |
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Regional Fertility |
Mountain |
Broken |
Plain |
Lush |
10 |
12 |
14 |
Alluvial |
6 |
8 |
10 |
Fertile |
4 |
5 |
6 |
Arable |
2 |
3 |
4 |
Hardscrabble |
1 |
2 |
3 |
Subsistence |
0 |
1 |
2 |
Barren |
0 |
0.5 |
1 |
Hostile |
0 |
0 |
0 |
Toxic |
0 |
0 |
0 |
Note: Remember,
this is base bioharvest efficiency. Having a "0" only means that building a
bioharvest DEA on that region needs a building or achievement to raise the
bioharvest efficiency above zero.
A bioharvest DEA placed in a region with plains terrain and alluvial
fertility (the first region on all homeworld planets) would have a base
efficiency of 10 for most species except for cybernetik (8) or geodic (6).
That bioharvest DEA would produce 10,8,or 6 bioharvest (depending on which
species occupies that region) if no other mods affected it.
are mods that directly affect the base efficiency of the DEA and are added to the base efficiency before any other mods take effect. They consist of:
(species mods + race picks + bioharvest DEA buildings + bioharvest DEA planetary builds + bioharvest achievements)
Species Mods |
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Species |
Efficiency |
Rare |
Elder Civilization (Antarans) |
+2 |
1.3 |
Race Picks (Bioharvest) | |
EFFICIENCY |
RARE |
Superior (+2) |
1.3 |
Good (+1) |
1.15 |
Average (0) |
1 |
Poor (-1) |
0.85 |
Below is a table for the rest of the mods organized by increasing techs. The numbers in () represent the mod to base bioharvest efficiency. Don’t be fooled by the small numbers. These mods can have a MUCH greater impact on the final output of the farm because they are factored in FIRST before any other mods. A +1 could give a net boost of 25 to bioharvest output late in the game.
Tech Lvl |
DEA Bld |
Planetary Bld |
Achievement |
Bio Sc 10 |
Automated Biocare (+1) (Cost 25) |
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Bio Sc 20 |
Byproduct Reprocessing (+2) (Cost 60) |
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Bio Sc 23 |
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Orbital Biomonitoring (+1) (Cost 60*) |
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Bio Sc 28 (+Phys 25) |
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Biomorphic Fungi(+1) |
Bio Sc 30 |
Genetic Engineering (+3) (Cost 100) |
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Phys 39 (+MC 36) |
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Helio Regulator (+2) (Cost 175*) |
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Bio Sc 45 (+Phys 42) |
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Mineralmorphic Bacteria(+2) |
Antaran |
Dyno Mutant Victuals (+4) (Cost 150) |
Any secondary tech requirement is shown as “(+tech lvl)”. That secondary
tech lvl, if present, must also be satisfied before you can develop that
tech.
* the cost is multiplied by the square root of the number of regions on the
planet. Therefore the multiplier has a range of 1-3.46. Weigh the
benefit/cost before building one of these planetary buildings because the
cost is the same regardless of the number of bioharvest DEAs present on the
planet (I.e. don’t build one if there are no bioharvest DEAs on the planet).
Note: both bioharvest achievements (Biomorphic Fungi and Mineralmorphic
Bacteria) do more than just add to the base efficiency of bioharvest DEAs.
They also expand the range of habitability rings that will allow bioharvest
DEAs to be built. Normally, you can’t build a bioharvest DEA on a planet
with a Yellow 2, Red 1or Red 2 habitability ring. But one or both
achievements will reduce or eliminate this restriction.
Achievement | Bioharvesting Expansion |
Biomorphic Fungi |
2 rings |
Mineralmorphic Bacteria |
1 ring |
are covered above under General DEA Data
is from the DEA (always one) and any capacity buildings present AND any FLUs present( I forgot to include FLUs in mining capacity – it is the same as presented here). All Capacity buildings require additional population to run and represent the “extensiveness” of the DEA facilities. These buildings generally give a greater boost to bioharvest production than efficiency buildings but cost more to build/maintain and require population to run.
Cost |
Tech Lvl |
Capacity Bld |
Pop Requirements |
50 |
0 |
Bioharvest DEA--- (1) |
0.67 |
40 |
Bio Science 5 |
Soil Enrichment (+0.5 or +50%) |
0.67 |
100 |
Bio Science 15 |
Controlled Environment Farming(+1 or +100%) |
0.67 |
180 |
Bio Science 25 |
Soil Rejuvenators (+1.5 or +150%) |
0.67 |
300 |
Bio Science 35 |
Ecosystem Controller (+2 or +200%) |
0.67 |
If you have all 4 capacity buildings present in a bioharvest DEA the total
capacity would be 6 and the pop requirements to run at 100% would be 3.35
pop. Up to 6 organic FLUs could also employed.
Organic FLUs – the capacity of DEAs can also be increased by employing
organic FLUs. For each full integer capacity a DEA has one FLU can be
employed (I.e. a DEA with a capacity of 6 could employ a maximum of 6
organic FLUs). The benefit to the DEA employing FLUs depends on the number
employed and the FLU Oppressometer setting. Each organtic FLU employed at a
DEA increases the capacity of said DEA by 0.1 times the Oppressometer
setting (0-10) giving a net benefit of 0.0 – 1.0 capacity increase for each
FLU employed. Theoretically, assuming maximum FLUs employed and maximum
oppressometerare setting, organic FLUs could double the capacity (and hence
the production) of most DEAs.
Robotic FLUs – I will talk about this later.
There two buildings that produce bioharvest (but no rare bioharvest) at the regional level without the need for a bioharvest DEA in that region. They are:
cost |
Tech Lvl |
Regional Bld |
Bioharvest produced |
15 |
Bio Science 02 |
Hydroponic Farms |
0.5 |
45 |
Physics 18 (+Bio Science 15) |
Subterranean Farms |
1.0 |
These buildings allow planets to produce a nominal amount of bioharvest without needing to devote a DEA slot to bioharvesting. This benefit is significant on planets that are unable to place bioharvest DEAs because of poor habitability. A little food is a LOT better than no food when it comes to starvation.
he amount of money earned from the usage of bioharvest depends on how they are used.
Consumed as food – 20 AUs/bioharvest
Consumed by Industrial DEAs to create Industry – 10 AUs/bioharvest
Any excess sold off – 5 AUs/bioharvest – this is multiplied by (100% - the unemployment rate) to simulate supply and demand for the excess minerals.
Note that the prices for bioharvest are lower than minerals. I did this for
two reasons. 1) Most species consume bioharvset as food (getting the better
price). 2) Regional fertility can be improved by techs, allowing the
eventual possibility for all regions to be terraformed to the best fertility
(lush). Mining has no such benefit.
Below is the money earned by a bioharvest DEA producing only the bioharvest
from its base efficiency (all other mods having no effect in this example)
and having ALL of the bioharvest produced consumed by Industrial DEAs on the
same or shipped any other planet.
Regional Dominant
Terrain Type |
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Geodic |
Mountain |
Broken |
Plain |
Cybernetic |
ALL |
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All Other |
Plain |
Broken |
Mountain |
Regional Fertility |
Favorable |
Neutral |
Unfavorable |
Lush |
140 |
120 |
100 |
Alluvial |
100 |
80 |
60 |
Fertile |
60 |
50 |
40 |
Arable |
40 |
30 |
20 |
Hardscrabble |
30 |
20 |
10 |
Subsistence |
20 |
10 |
0 |
Barren |
10 |
5 |
0 |
Hostile |
0 |
0 |
0 |
Toxic |
0 |
0 |
0 |
DOUBLE these numbers if all the minerals are consumed as food and HALF them if all are sold off as excess.
This represents any exotic/rare compounds from life forms found during the bioharvesting process and gives a bonus to AU’s produced by the farm without affecting its normal output.
The formula is:
AUs = Bioharvest produced * biodiversity factor * 2.5 * race pick
This formula is illustrated below assuming a bioharvest DEA with only it’s base efficiency:
Regional Fertility |
Terrain Preference of Species |
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Favorable |
Neutral |
Unfavorable |
|
Lush |
14 |
12 |
10 |
Alluvial |
10 |
8 |
6 |
Fertile |
6 |
5 |
4 |
Arable |
4 |
3 |
2 |
Hardscrabble |
3 |
2 |
1 |
Subsistence |
2 |
1 |
0 |
Barren |
1 |
0.5 |
0 |
Hostile |
0 |
0 |
0 |
Toxic |
0 |
0 |
0 |
Times biodivestity factor
Very Similar |
Simular |
Heterogeneous |
Diverse |
Very Diverse |
1 |
2 |
3 |
5 |
8 |
times
tuning variable of 2.5* race pick
gives a result of
Biodivestity |
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Regional Fertility |
Very Similar | Simular | Heterogeneous | Diverse | Very Diverse |
Lush |
35_30_25 |
70_60_50 |
105_90_75 |
175_150_125 |
280_240_200 |
Alluvial |
25_20_15 |
50_40_30 |
75_60_45 |
125_100__75 |
200_160_120 |
Fertile |
15_13_10 |
30_25_20 |
45_38_30 |
75__63__50 |
120_100_80 |
Arable |
10__8_ 5 |
20_15_10 |
30_23_15 |
50__38__25 |
80__60_40 |
Hardsc |
8__5__3 |
15_10__5 |
23_15__8 |
38__25__13 |
60__40_20 |
Subsist |
5__3__0 |
10__5__0 |
15__8__0 |
25__13___0 |
40__20__0 |
Barren |
3__1__0 |
5__3__0 |
8__4__0 |
13___6___0 |
20__10__0 |
Hostile |
0__0__0 |
0__0__0 |
0__0__0 |
0____0___0 |
0___0__0 |
Toxic |
0__0__0 |
0__0__0 |
0__0__0 |
0____0___0 |
0___0__0 |
Note: the table above lists the AUs from rare bioharvest for each
biodiversity level and each terrain preference (favorable, neutral,
unfavorable) of the species.
The ratio of (AUs produced from using bioharvest : AUs from rare byproducts)
is determined by the biodiversity of the planet. As you can see the bonus
from rare bioharvest is trivial for Very Sparse planets but is very
significant for planets that are Very Dense (being equal to the AU’s earned
from consuming all the bioharvest as food – the max price for bioharvest).
The main purpose of the rare bioharvest bonus (and a similar bonus to
mining) is to give an incentive to place bioharvesting or mining DEAs on
planets with very good regions for these DEAs regardless of the need for the
bioharvest or minerals they produce. As the game progresses the need for
bioharvest and mineral DEAs will diminish and I don’t want these DEAs to
become rather useless like farmers did late game in MOO2. This rare bonus
will allow bioharvest DEAs to be viable choices for planets with good
biodiversity even late in the game and especially desirable when the need
for bioharvest is significant.
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