Adjacency Bonus

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Buildings showing the adjancency bonus between them as power lines.

The Adjacency Bonus is a game mechanic in Supreme Commander which gives discounts and production bonuses to structures positioned next to each other. The nature of the bonus depends on both of the structures, and can be very useful. Mass or energy can saved or produced, leading to a total of 4 possible bonuses.

General

Adjacency diagram
A Diagram Showing All interactions of the Adjacency Bonus

To have and adjacency bonus, there must be two structures placed next to each other; one giving the bonus and one receiving it.

  • Any structure which produces a resource is a bonus giver.
  • Any structure consuming a resource is a bonus receiver, including other bonus givers (upgrading mass extractors)
  • Additionally, Storages are bonus givers to resource producing buildings.
  • Doubling the number of adjacent bonus givers next to a structure doubles the adjacency bonus on that structure.

The Bonus amount is dependent on the number of bonus givers which can fit around a bonus receiver. (minimum:4 maximum:16) This means that the larger a bonus receiver the more bonus givers must be next to it to give the same bonus.
Examples:

  • A factory surrounded by 16 T1 power generators receives the same discount as a radar surrounded by 4 T1 power generators.
  • A mass extractor surrounded by 4 storages receives the same percentage production bonus as a T3 mass fabricator surrounded by 12 mass storages.

Consumption Bonus

A structure which produces a resource gives a discount to all structures next to it which consume that resource. It should be noted that only structures recieve this bonus, not any engineers or engineering stations assisting them.

Mass Icon.png Mass

The values in this table are given for one mass producing structure next to a 4x4 building; more mass producing structures would increase the discount. The typical discount value is to give you an idea of what you would most commonly see in game, and should not be used for calculations.

Buildings which give mass discount bonuses
Mass Producing Structures Discount Percentage Typical Discount value Comments
UEF T1 Mass Extractor.png T1 Mass Extractor 7.5% 0.3-1 Mass Icon.png Useful next to T1 Land Factories, if you're not going to eco much.
UEF T2 Mass Extractor.png T2 Mass Extractor 10% 1-2 Mass Icon.png Useful next to T2 Land Factories.
UEF T3 Mass Extractor.png T3 Mass Extractor 12.5% 2-4 Mass Icon.png Useful next to T3 Land Factories, Note: Quantum gateways only receive 10%.
UEF T2 Mass Fabricator.png T2 Mass Fabricator 1.25% 0.1-0.3 Mass Icon.png Not Very Useful. Note: If Both T2 T3 Fabricators are turned off bonus doesn't apply.
UEF T3 Mass Fabricator.png T3 Mass Fabricator 20% 2-4 Mass Icon.png Useful next to T3 factories and high mass consuming structures (20/s or more). Note: Quantum gateways only receive 15%.

Energy Icon.png Energy

The percentage discount value depends on how much of the structure in question is surrounded by power generators - as structures can be of different sizes, different numbers of pgens fit around them. This means that a factory that is 50% surrounded with 8 T1 pgens will receive the same bonus as, a radar surrounded by 2 T1 pgens - 12.5% for both.
In this table the discount percentages are shown for a fully surrounded structure.

Buildings which give Energy discount bonuses
Energy Producing Structures
Discount Percentage Typical Discount value Comments
UEF T1 Power Generator.png T1 Power Generator 25% 1-5 Energy Icon.png Useful next to radar, air factories, not great next to land factories, but should still be used.
UEF T1 Hydrocarbon Power Plant.png T1 Hydrocarbon Power Plant 12.5% 10-50 Energy Icon.png % value for ONE Hydro shown. Useful next to T1/2 air Factories, generally useful.
UEF Power Generator.png T2 Power Generator 50% 20-100 Energy Icon.png Useful next to T2 air Factories.
UEF T3 Power Generator.png T3 Power Generator 75% 200-750 Energy Icon.png Very Useful next to T3 air Factories.
A Paragon.PNG T4 Paragon 0% 0 Energy Icon.png Useless - better to shield it.

It should be noted that mass extractors consume energy to generate mass, but T1 pgens should only be used for adjacency when the extractor is upgrading from T1 to T2 very early in the game, to save some energy while upgrading.

Production Bonus

Any structure which produces a resource, when placed next to a storage of that resource, will produce a bonus percentage of that resource. This is most commonly seen when mass extractor are surrounded by storages to increase their mass income.

  • Bonus is 12,5% per fully surrounded side by storages.
    • Maximum is 50% bonus income for fully surrounded building by storages.

Mass Icon.png Mass

Buildings which are affected by mass storages
Mass Producing Structures Production Bonus for one storage Production Bonus for all storages Comments
UEF T1 Mass Extractor.png T1 Mass Extractor +0.25 Mass Icon.png +1 Mass Icon.png Not very useful. Also not obvious due to how the game rounds the displayed values, same for t2 fabricators.
UEF T2 Mass Extractor.png T2 Mass Extractor +0.75 Mass Icon.png +3 Mass Icon.png Useful.
UEF T3 Mass Extractor.png T3 Mass Extractor +2.25 Mass Icon.png +9 Mass Icon.png Very Useful.
UEF T2 Mass Fabricator.png T2 Mass Fabricator +0.125 Mass Icon.png +0.5 Mass Icon.png Not Very Useful, unless the storages are next to an extractor.
UEF T3 Mass Fabricator.png T3 Mass Fabricator +0.667 Mass Icon.png +6 Mass Icon.png Not Very Useful - better to place near t3 Pgens, same for t2 mass fabs.

Energy Icon.png Energy

Buildings which are affected by Energy storages
Energy Producing Structures Production Bonus for one storage Production Bonus for all storages Comments
UEF T1 Power Generator.png T1 Power Generator +2.5 Energy Icon.png +10 Energy Icon.png Almost useless due to the explosion when the storage dies.
UEF T1 Hydrocarbon Power Plant.png T1 Hydrocarbon Power Plant +4 Energy Icon.png +50 Energy Icon.png Almost useless due to the explosion when the storage dies.
UEF Power Generator.png T2 Power Generator +27.78 Energy Icon.png +250 Energy Icon.png Almost useless due to the explosion when the storage dies.
UEF T3 Power Generator.png T3 Power Generator +78.125 Energy Icon.png +1250 Energy Icon.png Almost useless due to the explosion when the storage dies.

Note: Adjacency Bonus should be used well-considered. Players with little experience tend to surround hydrocarbon power plants with energy storages to get 50% more energy, or similar things. The bonus you want to have, can quickly turn into an economic disadvantage if you try to profit that way. Keep in mind the costs of 12 energy storages which amount to 14400 energy and 3000 mass. It would take 5 minutes until you profit from the energy bonus. The mass covers about the costs of a T3 power generator which would produce 2500 energy instead of 50.

Weapon Bonuses

Placing Power Generators next to energy consumig weapons will reduce the reload time of the weapon, the duration of energy consumption as a result, and the energy consumption itself. All static artilleries benefit from the rate of fire bonus and energy drain reduction. UEF T3 Point Defense is an exception and only gains a reduction in energy drain.

The values in the following tables are given when a unit is completely surrounded by a specific power generator.

Rate Of Fire Bonus

When placed next to power generators, static artillery units gain a rate of fire bonus which can be very significant, especially when considering that a 60% reload time can be achieved, and how much cheaper 4 T3 power generators are than a T3 artillery installation. The reduction of a reload time can be calculated with the following scheme if a unit is fully surrounded with the same type of power generators:

  • 10% discount for T1 power generators.
  • 20% discount for T2 power generators/hydrocarbon power plant.
  • 40% discount for T3 Power generators.

The Aeon T3 Rapid-fire Artillery can achieve the maximum possible reload time discount (42%) because you can place a T1 power generator on each side in addition to a T3 power generator.

This table shows all possible time values:

Reload Time discount on Artillery structures
Artillery Unit T1 Power Generator Hydrocarbon Power plant T2 Power Generator T3 Power Generator Comments
UEF T2 Arty.png T2 Artillery 2s 5s 5s 8s T1 pgens useful, especially with multiple artillery structures.
UEF T3 Static Arty.png T3 Artillery 1s 2.5s 2.5s 4s Very useful with T3 pgens, or any pgens. Note: Aeon artillery has twice the reload time, and so twice the discount.
A T3 Rapid Arty.PNG T3 Rapid-fire Artillery 0.31s 0.775s 0.775s 1.24s The size allows you to surround it with a T3 and T1 pgen. Reload time discount: 1.302s.
UEF T4 Static Arty.png T4 Artillery 0.8s 2s 2s 3.2s Very useful with T3 pgens, or any pgens.
UEF T3 PD.png T3 Ravager 0s 0s 0s 0s Only profits from energy consumption reduction (see table below). Quite useless.


Energy Consumption Reduction

The rate of fire bonus reduces the time structures consume energy, but will also increase the frequency of energy consumption as a result of the increased fire rate. But in addition to that, powergenerators give a general discount on energy consumption to static artilleries. Making decisions around this behaviour is not recommended as the energy reduction is very low compared to the resources invested. This table is mostly to provide you information of how it works.

Buildings which give Energy discount bonuses
Energy Producing Structures Discount Percentage Typical Discount value Comments
UEF T1 Power Generator.png T1 Power Generator 10% 15-750 Energy Icon.png Useful next to all static artillery, especially T2, when safety is important
UEF T1 Hydrocarbon Power Plant.png T1 Hydrocarbon Power Plant 20% 30-1500 Energy Icon.png Useful next to T2/T3 static artillery
UEF Power Generator.png T2 Power Generator 20% 30-1500 Energy Icon.png Useful next to T2/T3 static artillery
UEF T3 Power Generator.png T3 Power Generator 30% 60-3000 Energy Icon.png Useful next to T3/T4 static artillery