# Difference between revisions of "Adjacency Bonus"

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== General == | == General == | ||

− | + | [[File:Adjacency_Diagram.png|thumb|right|450px|alt=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 recieving it. | To have and adjacency bonus, there must be two structures placed next to each other; one giving the bonus and one recieving it. | ||

*Any structure which produced a resource is a bonus giver. | *Any structure which produced a resource is a bonus giver. | ||

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*A factory surrounded by 16 T1 power generators recieves the same discount as a radar surrounded by 4 T1 power generators. | *A factory surrounded by 16 T1 power generators recieves the same discount as a radar surrounded by 4 T1 power generators. | ||

*A mass extractor surrounded by 4 storages recieves the same percentage production bonus as a mass fabricator surrounded by 9 mass storages. | *A mass extractor surrounded by 4 storages recieves the same percentage production bonus as a mass fabricator surrounded by 9 mass storages. | ||

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== Discounts == | == Discounts == |

## Revision as of 18:11, 24 January 2015

The Adjancency 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 usefull. Mass or energy can saved or produced, leading to a total of 4 possible bonuses.

## General

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

- Any structure which produced a resource is a bonus giver.
- Any structure consuming a resource is a bonus reciever, including oher bonus givers (upgrading mass extractors)
- Additionally, Storages are bonus givers to resource producing buildings.

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

Examples:

- A factory surrounded by 16 T1 power generators recieves the same discount as a radar surrounded by 4 T1 power generators.
- A mass extractor surrounded by 4 storages recieves the same percentage production bonus as a mass fabricator surrounded by 9 mass storages.

## Discounts

A structure which produces a resource gives a discount to all structures next to it which consume that resource.

### Mass

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

Mass Producing Structures | Discount Percentage | Typical Discount value | Comments |
---|---|---|---|

T1 Mass Extractor | 7.5% | 0.3-1 | Usefull next to T1 Land Factories, if youre not going to eco much |

T2 Mass Extractor | 15% | 1-2 | Usefull next to T2 Land Factories |

T3 Mass Extractor | 25% | 2-5 | Usefull next to T3 Land Factories, Note: Quantum gateways only recieve 20% |

T2 Mass Fabricator | 2% | 0.1-0.3 | Not Very Usefull. Note: Both Fabricators can be turned off and it still applies |

T3 Mass Fabricator | 20% | 2-4 | Not Very Usefull. Note: Quantum gateways only recieve 15% |

### 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 will be 50% surrounded with 8 T1 pgens, and recieve the same bonus as, a radar surrounded by 2 T1 pgens - 12.5% for both.

Energy Producing Structures | Discount Percentage | Typical Discount value | Comments |
---|---|---|---|

T1 Power Generator | 25% | 1-5 | Usefull next to radar, air factories, not great next to land factories, but should still be used. |

T2 Power Generator | 50% | 20-100 | Usefull next to T2 air Factories |

T3 Power Generator | 75% | 200-750 | Very Usefull next to T3 air Factories |

T1 HydroCarbon PowerPlant | 12.5% | 10-50 | Usefull next to T1/2 air Factories, generally usefull, % value for ONE Hydro shown |

T4 Paragon | 0% | 0 | 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 early in the game, to save some energy on the upgrade

## Production Bonuses

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 extracotr are surrounded by storages to increase their mass income.

### Mass

Mass Producing Structures | Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|

T1 Mass Extractor | 0.25 | 1 | Not very usefull. Also not obvious due to how the game rounds the displayed values, same for t2 fabricators. |

T2 Mass Extractor | 0.75 | 3 | Usefull |

T3 Mass Extractor | 2.25 | 9 | Very Usefull |

T2 Mass Fabricator | 0.125 | 0.5 | Not Very Usefull, unless the storages are next to an extractor. |

T2 Mass Fabricator | 0.667 | 6 | Not Very Usefull - better to place near t3 Pgens, same for t2 mass fabs |

### Energy

Energy Producing Structures | Production Bonus for one storage | Production Bonus for all storages | Comments |
---|---|---|---|

T1 Power Generator | 2.5 | 10 | Almost useless due to the explosion when the storage dies |

T2 Power Generator | 27.78 | 250 | Almost useless due to the explosion when the storage dies |

T3 Power Generator | 78.125 | 1250 | Almost useless due to the explosion when the storage dies |

## Other Bonuses

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 values in this table are given when an artillery is completely surrounded by a specific power generator.

Artillery Unit | T1 Power Generator | Hydrocarbon Power plant | T2 Power Generator | T3 Power Generator | Comments |
---|---|---|---|---|---|

T2 Artillery | 2s | 5s | 5s | 8s | T1 pgens usefull, especially with multiple artilleries |

T3 Artillery | 1s | 2.5s | 2.5s | 4s | Very usefull with t3 pgens, or any pgens. Note: Aeon artillery has twice the reload time, and so twice the discount. |

T3 Ravager | 0s | 0s | 0s | 0s | Quite useless |