View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017652 | Stars Beyond Reach | Bug - Gameplay | Oct 3, 2015 12:25 am | Oct 4, 2015 12:12 pm | |
Reporter | Rythe | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.915 (Happy Air, Happy Wallet) | ||||
Summary | 0017652: +75% Mining Bonus Actually Penalty | ||||
Description | For terrain with +75% mining, the building ends up with a 0.75 modifier rather than a 1.75 modifier. This is either a bug or display error (display '75%' rather than '+75%'). | ||||
Tags | No tags attached. | ||||
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Can you upload a save with said territory on there? This is probably correct, just the plus sign being off. |
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Uploaded mine from last night... two mines in territory and one gets a bonus, the other didn't (75% /150%) |
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Sounds like it's a matter of the plus sign being misleading. On the other hand, this seems like it makes the mines on 75% terrain exceptionally mediocre if not a bad investment compared to other things I could be doing. Not a lot of 150% terrain out there too... |
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Added a save file of my own. Have a lvl 40 mine in neutral territory with a 1.5 terrain mod and 0.76 pollution mod generating 5621.8 crowns. Removing the pollution mod puts it at 7397.11. Have a lvl 40 mine in my own territory with a .75 terrain mod putting out 4931.41 crowns. In comparison, a lvl 40 commercial office with a 1.1 race mod, .7 event mod, and 1.2 item mod generates 4192.38 crowns. If I did my math right, removing the event mod and item mod puts it at 4990.93 crowns. By the looks of this, I'd only bother with a .75 mine if I was bored, and only particularly care about a 1.5 mine if it was in my territory so it wouldn't be hit by pollution. Overall, pretty meh for Skylaxian players, and factories nearly make even the 1.5 terrain obsolete. As of game version 0.916. |
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I was having a per worker crown efficiency debate with myself, so lets throw that in here. In one of my territories, it takes 7 turns to build a mine vs 1 for an office. Lets pretend the mine lasts 150 turns before the terrain changes. Taking the .75 terrain type here. Opportunity cost of the mine is 32k construction cost + 4990.93 x 7 turns of missed production, assuming mine is replaced by an office when the terrain turns. Becomes 312.79 per worker for each of the 214 workers. Over 150 turns, our lvl 40 office generates 4990.93 * 150 / 300 = 2495.465 crowns per worker. Over 150 turns, our .75, lvl 40 mine generates 4931.41 * 150 / 214 - 312.79 = 3143.81 crowns per worker. And over 150 turns, a lvl 34 factory generates 2627.76 crowns per worker, minus a bit for extra dependencies and increased startup costs. Huh, I'm kinda depressed by that. In part, because it takes so many turns for the .75 mine to look good, in part because worker density is about the only thing the factory has going for it until your inventors catch its lvl up to your mines and offices. |
Date Modified | Username | Field | Change |
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Oct 3, 2015 12:25 am | Rythe | New Issue | |
Oct 3, 2015 11:23 am | Chris_McElligottPark | Note Added: 0043268 | |
Oct 3, 2015 11:48 am | Cinth | File Added: Burlust Mines.save | |
Oct 3, 2015 11:49 am | Cinth | Note Added: 0043278 | |
Oct 3, 2015 4:45 pm | Rythe | Note Added: 0043320 | |
Oct 3, 2015 7:08 pm | Rythe | File Added: Middle-Class 2.save | |
Oct 3, 2015 7:30 pm | Rythe | Note Added: 0043327 | |
Oct 3, 2015 8:16 pm | Rythe | Note Added: 0043330 | |
Oct 4, 2015 12:12 pm | Rythe | Note Edited: 0043330 |