View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0016360 | Stars Beyond Reach | Bug - Gameplay | Apr 24, 2015 12:49 pm | Apr 24, 2015 10:00 pm | |
Reporter | ptarth | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.801 | ||||
Fixed in Version | 0.803 | ||||
Summary | 0016360: Multiplicative bonuses are too strong | ||||
Description | Currently most (all?) bonuses are multiplicative. For X bonuses of size N. The benefit is N^x (i.e., N*N*N*N...). This allows for exponential growth. The system should probably be converted to mainly additive growth, N*x (i.e., N+N+N..) Attached is a save demonstrating how quickly and easily income (and other traits) can increase. Achieved by combining multipliers from market items and other bonuses. | ||||
Tags | No tags attached. | ||||
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Yeah, the ones from market items do need to shift for sure. I need to make their intensity still be something that is race-specific, but I know a way to do that. |
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* The ability to hike up your tax rate to gain more income was just incredibly overpowered. This has been shifted to being additive when it's an increase in tax, and remains multiplicative when it's a decrease in tax. This makes for vastly more reasonable tax amounts. ** The same has also been applied to the research rate and the power rate, for the same reasons. I wasn't sure if the crime control and hazmat rates really needed this; if it seems so, then please let me know. * You can now only have one stock exchange per each 8000 citizens, not every 1000 citizens. Otherwise it was way too easy to just spam these with low citizen counts. ** Similarly, for the fighting arena it's now up to one for every 5000 instead of every 1000. ** And for banks it is now one for every 600 instead of one for every 200. ** For shopping malls, it's one for every 1000 instead of one for every 500. ** History Museum and OperaHouse are now 1200 instead of 400. ** Note that this does kneecap your ability to just spam the commercial sector (which is the idea), but you can make early money by supplying a lot of food, and in general this encourages a push toward capturing resources, which are a substantial source of income. * All of the market item effects are now additive rather than multiplicative, so that they don't go so nuts in terms of causing mass inflation of your values when you have just a few of them. ** Note that the social progress and tech things are still multiplicative, because they are meant to be more powerful, though. ** In turn, the way that the market item effects are applied is now based on one of 15 different "learning skills" for each type of race. In other words, Acutians get more out of crown-generation market items than peltians do. That racial differentiation was why I had it as multiplicative in the first place, but now it's additive with a racial multiplier against the additive component. ** It is possible that some of the market item effects may be pathetically useless to you at this point; it's hard to say. If you see anything that seems off, please do let us know! Note: If there are further issues with balance in this area, then probably that should be a new issue, in a savegame started with a newer version of the game. The savegame that you have there is just so wildly overblown in terms of what it already accomplished through these means that it's passed its usefulness in testing, I think, from my perspective. That said, it was an absolute gold mine for checking things out in this version, so a huge thanks for that! |
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Did you find out what was giving the negative multiplier to Retail Income? |
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I missed that. I have to head out for now, but let me know if you still see that in the 0.803 version, which is now out. I may have inadvertently fixed it, but we'll see. A lot of code changed in that area, heh. |
Date Modified | Username | Field | Change |
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Apr 24, 2015 12:49 pm | ptarth | New Issue | |
Apr 24, 2015 12:49 pm | ptarth | File Added: test10 growth100k.save | |
Apr 24, 2015 3:36 pm | Chris_McElligottPark | Note Added: 0040190 | |
Apr 24, 2015 3:36 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 24, 2015 3:36 pm | Chris_McElligottPark | Status | new => assigned |
Apr 24, 2015 9:32 pm | Chris_McElligottPark | Note Added: 0040205 | |
Apr 24, 2015 9:32 pm | Chris_McElligottPark | Status | assigned => resolved |
Apr 24, 2015 9:32 pm | Chris_McElligottPark | Fixed in Version | => 0.803 |
Apr 24, 2015 9:32 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 24, 2015 9:42 pm | ptarth | Note Added: 0040206 | |
Apr 24, 2015 10:00 pm | Chris_McElligottPark | Note Added: 0040207 |