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bvark
22nd January 2007, 09:20
http://www.gamereplays.org/community/index.php?showtopic=165702

This is by "Spura" on the gamereplays forums:

1. Intro:

So I was sitting here in my boxers like I always do and reading up on Adjacency Bonuses in Ingach's topic. The article looked goofy and uninformed. Why would GPG put some elaborate bonus system in place that would make Tech 1 Power Generator have 3% bonus next to one building and less around some other building? Or saying that first 3 mass storages around Tech 1 Metal Extractors do nothing but the fourth gives +1 mass. Why would GPG make system with such exceptions? And on top of that he used absolute values instead of relative ones. He claimed Tech 1 Air Factory producing and interceptor is draining 0 mass if it is adjacent to a mass extractor.

This is completely FALSE.

2. The Proof and The Concepts

I went out and made 133 air factories, each adjacent to exactly 1 extractor. Then I started production of interceptors in all of them.
According to Ingach's spreadsheets I would be making them for free in all factories. Not so.
They all claimed to be draining 0 mass but my mass income dropped for almost the full 133.
Mass and Energy values are floating point(decimal) numbers
All the mass and energy income in game as well as all the drain is kept in floating point form(decimal numbers). But since displaying that the factory making interceptor was draining 0.975 mass when next to mass extractor looks crappy on User Interface, the GPG rounds numbers for user interface. Which brings me to next concept:


Mass and Energy values are floored before being displayed on User Interface
Flooring is a type of rounding where decimal numbers are removed and so we get whole number. For instance if we floor 0.975 we get 0. In Sup comm everything you see in user interface is floored version of the actual data.
The costs and cost per second of all units without the bonus is a whole number generally, so even the bonus of 0.00001 mass less per second will display as 1 mass less per second due to flooring.
This misled people like Ingach and many top players to believe that Tech 1 Mass Extractors and Tech 1 Mass Fabricator gave a flat bonus of 1 mass per second less cost in adjacent factories. If you look at replays there is a cybran player who was making a single mass fabricator next to each factory for this precise reason. This is of course false.


Bonuses are % based and are constant for full adjacency for all types of buildings in the center
What is full adjacency. Full adjacency is the term I use when the building in question is occuppying all the adjacent spots of target building and it all connects.
For instance: Factory with 16 Tech 1 Power Generators gets the full adjacency bonus of Tech 1 Power Generator. Mass Extractor with 4 Tech 1 Power Generators gets the full adjacency bonus. Or Tech 3 Mass Fabricator with 4 Tech 3 Power Generators in Windmill around it gets full adjacency bonus of Tech 3 Power Generator. I hope this explains the concept.

It turns out, that full adjacency bonuses are constant for each building regardless of what you put in the center. The bonus of a single building varies though based on how many it takes to fill up all the spots.

It also needs to be said that you can't acieve full adjacency with 3x3 footprint building when putting them around 4x4 footprint building. Only 4 buildings connect and those don't fill up the spots, so I can't get you the details on that one.
3. The Numbers
Tech 1 Power Generator
Full adjacency bonus: 25% less energy spent
Works with: Any power consumer
Tested: on Shields, Stealth gen, Factories, Mass Fabricators, etc..

Hydrocarbon Power Plant[/size]
Full adjacency bonus: 50% less energy spent
Works with: Any power consumer
Tested: on Shields, Stealth gen, Factories, Mass Fabricators, etc..


Tech 2 Power Generator
Full adjacency bonus: 50% less energy spent
Works with: Any power consumer
Tested: on Shields, Stealth gen, Factories, Mass Fabricators, etc..


Tech 3 Power Generator
Full adjacency bonus: 75% less energy spent
Works with: Any power consumer
Tested: on Shields, Stealth gen, Factories, Mass Fabricators, etc..


Tech 1 Mass Storage
Full adjacency bonus: 50%
Works with: Any mass producer
Tested: on Mass Extractors, Mass Fabricators, etc..


Tech 1 Energy Storage
Full adjacency bonus: 50%
Works with: Any energy producer
Tested: on all generators


Tech 1 Mass Fabricator
Full adjacency bonus: 10%
Works with: Any mass consumer
Tested: on factories


Tech 1 Mass Extractor
Single adjacency bonus: 2.5%
Works with: Any mass consumer
Tested: 129 Tech 3 air factories adjacent to 1 mass extractor producing Tech 3 engineers at the same time


Tech 2 Mass Extractor
Single adjacency bonus: 3.75%
Works with: Any mass consumer
Tested: 129 Tech 3 air factories adjacent to 1 mass extractor producing Tech 3 engineers at the same time


Tech 3 Mass Extractor
Single adjacency bonus: 5%
Works with: Any mass consumer
Tested: 129 Tech 3 air factories adjacent to 1 mass extractor producing Tech 3 engineers at the same time


Tech 3 Mass Fabricator
Single adjacency bonus: between 1.23% and 1.35%, most likely 1.25%
Works with: Any mass consumer
Tested: Using 58 Tech 3 air factories
4. Notes
Adjacent mass producer bonuses work even when the mass producer is not running
Apparently even if you turn off Mass Fabricator or Mass Extractor(tested both), the bonus from it still works for the factory.


Watch out when comparing percentages
50% more energy and 50% less energy spent is not the same. If you boost 2 power generators by 50% they will produce the energy of 3 normal ones. If you decrease drain of 2 mass fabricators by 50% you will be able to use 4 such fabricators with same energy drain.


Sometimes cost to set up a perfect combination is too high
Surrounding your mass extractors with mass storage costs as much as 3 factories. Energy storage is even more expensive. Storages don't do anything by themselves even though their bonuses are high, so understand this when deciding.


Will do an article on how to use this when I'll have some time


Hydrocarbon power plant bonus is mostly informative
Currently no official map supports placing 4 hydrocarbon plants next to a building, so the percentage is mostly informative in nature.


Some power consumers won't connect
Some power consumers like aeon shields and aeon stealth field generator won't connect to power generators, but their cybran counterparts will. I am too lazy to compile a complete list.

SquireMuldoon
25th January 2007, 11:17
So if Im reading this right.... just ring any factory with tech 1 mass fabs, turned off... and you get 10% mass reduction, compared with ringing it with 4 tech 3 mass fabs and getting 5% (4 x 1.25% single adjacency), or building next to a single tech 3 mass extractor and again, only getting 5%.

Very interesting. Must test.

bvark
25th January 2007, 11:41
Indeed, but given the high cost of 16 tier 1 mass fabs (16,000 energy), and the fact it turns your factory into a powder keg (t1 mass fabs are the most explodey thing in the game IMO), means it's probably not a winner.

Also, when engies assist a factory, it seems they don't get the 10% off, so unless you don't assist it's of questionable benefit.

SquireMuldoon
26th January 2007, 11:26
Tested this last night. It seems some of the values have been changed. Specifically, the teir 3 mass fabs. 4 of those round any factory results in apporx 33% off. However.... reductions in cost, even if you mix mass and energy bonuses, do not result in reduction in build time. This remains constant.

And yes, the mass fabs are very explody. Too explody in fact.