I've just looked back over all my analyses and the randomness is completely random. Bugging me as everything else is so coherent and developing really well, to the point that I've been able to write a sort of narrative along the way. Even had a 2-year crisis of Unappiness and Crime which became part of the story. 1) Fascinating and Sensational samples don't give any better yields than Unusual. I can put a 10kg Unusual sample through the lab and get two findings, yet a 60kg Sensational gives nothing. This happens almost all the time. 2) There's a minor correlation between sample size and findings, but again, it's far too random. 3) Sensational and Fascinating samples don't actually seem to have any more useful finds than Unusual. That might change later on, but I am a good way through the industrial phase. So far there's only one finding that I've seen in Sensational but not in Unusual of Fascinating. Strikes me that there should be an amplification effect, same as the 5/25/125 day expeditions that give better returns. E.g. Unusual samples have 30% of a finding, Sensational 60%, Fascinating 90%. And that probability should scale with sample size (point 2). At the moment, it's probably more productive (from a gaming point of view) to send all the sensational and fascinating samples back to Earth and process 15kg Unusual at a time, but to me that doesn't quite fit with the *story* and spirit of the game.
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Hi Davoloid, the results of sample analysis are random but every category of samples has an own random table. One table for unusual, one for fascinating and one for sensational samples. Those three tables contain partly the same results but the more valuable results like e.g. "Immunizing Salts" (direct bonus to Health Rate) is only part of the random table for sensational samples.