.com.unity Forums

.com.unity Forums (http://forum.shrapnelgames.com/index.php)
-   Space Empires: IV & V (http://forum.shrapnelgames.com/forumdisplay.php?f=20)
-   -   Are Racial modifiers additive (http://forum.shrapnelgames.com/showthread.php?t=1892)

Spyder February 14th, 2001 06:45 PM

Are Racial modifiers additive
 
If I choose the major option that gives me 125% production, and then further adjust my production modifiers with the available attribute adjustments so that Production is enhanced by 20 more percentage points, will I gain the full racial production bonus of 45%?

Triumvir Emphy February 14th, 2001 07:56 PM

Re: Are Racial modifiers additive
 
yes, but for planet basedyards only as the 125% doesn't apply for space stations. team that with temporal ship yards and you get ugly results >8)

Drake February 15th, 2001 05:54 AM

Re: Are Racial modifiers additive
 
You should probably refer to it as construction rate. Production typically refers to resources (and sometimes research/intel) that you are producing.

Like Triumvir mentioned, if you take the +25% planetary space yard advanced trait, that's added to your construction racial setting - but just for planets.

With temporal space yards, a bonus to construction, the +25% trait, and a population construction bonus, you can get your construction rate to over 10K per turn on huge planets and ring/sphere worlds without too much trouble. Hope that helps.

Spyder February 15th, 2001 03:08 PM

Re: Are Racial modifiers additive
 
Well, I was talking primarily hypothetically....I just wanted to make sure that the bonuses from the two diff screens added together and weren't capped or mutually exclusive.

Triumvir Emphy February 15th, 2001 03:39 PM

Re: Are Racial modifiers additive
 
A lot of times a bonus is listed as a seperate line item under ability even though they are additive, sometimes they have the wrong sign infront of them,...
merchant +5% to maintenance???
if you take a 20% bonus on maintenance you would expect to pay 1/5th less maintenance cost, not so. you pay 25% maintenance on ships, and you subtract 20% bonus, you only pay 5% maintenance on your ship.

the only way to check is to start a dummy game and do a little calculating to see what happened.

Commander G February 15th, 2001 08:56 PM

Re: Are Racial modifiers additive
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Triumvir Emphy:
A lot of times a bonus is listed as a seperate line item under ability even though they are additive, sometimes they have the wrong sign infront of them,...
merchant +5% to maintenance???
if you take a 20% bonus on maintenance you would expect to pay 1/5th less maintenance cost, not so. you pay 25% maintenance on ships, and you subtract 20% bonus, you only pay 5% maintenance on your ship.

the only way to check is to start a dummy game and do a little calculating to see what happened.
<HR></BLOCKQUOTE>

Aw Ha..

That explains why when I tested a race with 80% maintenance it did so poorly. I was getting 125% - 80% = 45 % maintenance costs. In 3 months the maintenance costs exceed the original costs!

If I change the game parameter to be 10% maintenance and take 120% will I get resources having ships? (110% - 120% = -10%)?

Has Malfador heard of something called division?

25% / .80 = 31% (first example)
10% / 1.2 = 8.3% (second example)



[This message has been edited by Commander G (edited 15 February 2001).]

Spyder February 15th, 2001 09:06 PM

Re: Are Racial modifiers additive
 
Now you've confused this poor Aggie.....someone go over that again please....

Triumvir Emphy February 15th, 2001 11:23 PM

Re: Are Racial modifiers additive
 
he is right,....

maintenance is 25%, so if a ship cost 1000 minerals you pay 250 a turn in maintenance.
if you take a 20% bonus in maintenance you subtract that, 25%-20% = 5%
now you pay only 50 minerals per turn for your 1000 mineral ship.
if you take the merchant culture at +5% maintenance bonus
25%-(20%+5%)= 0%
you pay NO maintenance.

Drake February 16th, 2001 12:02 AM

Re: Are Racial modifiers additive
 
Yep, 0 maintenance. http://www.shrapnelgames.com/ubb/ima...ons/icon12.gif I came across this Last month when I realized that they didn't change the cultures when modifying how maintenance worked, so that merchant and engineering now were much more powerful. It ended up being a total non-issue for the TG contest, not sure if it'd be a big deal for a normal game, but I doubt it.

Triumvir Emphy February 16th, 2001 03:38 PM

Re: Are Racial modifiers additive
 
you are adding +5% to your bonus,.. i know it sounds screwy, but this isn't the first goof. Hey everybody is human, i think this program has less flaws than most "programs" i have to get working for my customers.

Krakenup February 16th, 2001 03:41 PM

Re: Are Racial modifiers additive
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Nitram Draw:
I"m still a little confused, o.k. stop your laughing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
This is how I read it. Adding 5 to my production means my base production rate goes from 100% to 105%. Adding 5 to my maintenance rate means my base maintenance cost goes from 100% to 95%.
Am I missing something?
<HR></BLOCKQUOTE>

Yup. What you're missing is that the base maintenance cost does not start at 100%. It starts at 25%, that is, 25% of the original cost of the item. If you have a 5% improvement, that would be 25% - 5% = 20% so that your maintenance cost would be 20% of the cost of the item. Compared to 25%, it would also be a 20% savings in maintenance costs. If, however, you had a 20% improvement in maintenance costs, your maintenance costs would be 25% - 20% = 5% of the original cost of the item for an overall maintenance cost savings of 80%. Hope this helps. http://www.shrapnelgames.com/ubb/images/icons/icon7.gif

Nitram Draw February 16th, 2001 07:32 PM

Re: Are Racial modifiers additive
 
It helps.
None of the other modifiers actually subtract from the base do they?
I guess from your explanation that the numbers are not percentage increases or decreases. I took the numbers to be a percentage of the base amoumt. A change of 5 in the maintenance is really a 20% change.
Guess it should be toned down.

Daynarr February 16th, 2001 10:28 PM

Re: Are Racial modifiers additive
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>None of the other modifiers actually subtract from the base do they? <HR></BLOCKQUOTE>

Only other characteristic that is modified the same way is reproduction. Note that minimum reproduction is 91% because the starting reproduction base is 10%.

[This message has been edited by Daynarr (edited 16 February 2001).]

Nitram Draw February 17th, 2001 02:31 AM

Re: Are Racial modifiers additive
 
I"m still a little confused, o.k. stop your laughing http://www.shrapnelgames.com/ubb/images/icons/icon7.gif.
This is how I read it. Adding 5 to my production means my base production rate goes from 100% to 105%. Adding 5 to my maintenance rate means my base maintenance cost goes from 100% to 95%.
Am I missing something?

raynor February 18th, 2001 02:51 AM

Re: Are Racial modifiers additive
 
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>Originally posted by Daynarr:
Only other characteristic that is modified the same way is reproduction. Note that minimum reproduction is 91% because the starting reproduction base is 10%.
<HR></BLOCKQUOTE>

Ahhh. I wondered why it wouldn't go lower than 91%. Thanks!


All times are GMT -4. The time now is 02:36 AM.

Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.