Community-patch-dll: Need reducing buildings less potent than in description

Created on 6 Aug 2018  路  7Comments  路  Source: LoneGazebo/Community-Patch-DLL

_1. Mod version (i.e Date - 4/23): 7/15

_2. Mod list (if using Vox Populi only, leave blank):VP+Flag Promotions+3&4UC for VP

_3. Error description: Buildings like library, circus, university etc provide only a fraction of needs reduction showed by their description (more like 5% instead of 50% in case of university). Very hard to keep up with happiness, especially as India

_4. Steps to reproduce (optional): See save, screenshots
needs.zip


Supporting information:
Please note that you can attach .zip files by dragging-and-dropping them. If possible, zip up all supporting data and post that way.

  1. Log files (always attach your Logs folder, located at My Documents/My Games/Sid Meier's Civilization 5. Make sure you have enabled logging before experiencing an error! Go here to find out how: http://forums.civfanatics.com/showthread.php?t=487482):

  2. Save game (always attach a save that was made a turn before the error; located at My Documents/My Games/Sid Meier's Civilization 5/ModdedSaves):

  3. CvMiniDump.dmp file (attach if experiencing a game crash. Located at Program Files/Steam/steamapps/common/Sid Meier's Civilization V):

  4. Screenshots (optional):

Most helpful comment

I would suggest replacing the values with "slitly reduce / reduce / greatly reduce". Having values without having the formula is misleading.

Alternatively, if the formula is simple enough, adding it to the civilopedia would be an idea.

We could also remove the "%" so that people don't understand it as a % reduction of needs.

All 7 comments

The % modifier is a modifier to the algorithm, not a flat % modifier. It鈥檚 working as designed.

Fair enough. Maybe it is worth changing the tooltip a bit then, it may be a bit misleading for new people?

The tooltip already addresses this. When you hover over a building that reduce its need it will show you the now need and after need.

I know. As per screenshot, my point is that having "culture need decreased by 25%" directly followed by "old need 1.21 , new need 1.19" is not exactly intuitive for someone who doesn't know exact formula sitting behind the numbers.
needs1_cr

I would suggest replacing the values with "slitly reduce / reduce / greatly reduce". Having values without having the formula is misleading.

Alternatively, if the formula is simple enough, adding it to the civilopedia would be an idea.

We could also remove the "%" so that people don't understand it as a % reduction of needs.

To be fair, the player doesn't need to know the formula behind the calculation, only the end result.

Not to mention the value serves as a tool of estimation among modmods and help mod modder understand the impact of the unhappiness reduction. The formula behind the calculation as far as I remembered was

  • Add every city's yield/turn in each separate certain yield category (Science, Culture, Gold, etc, but we will do gold in this instance).
  • Use the gold yield to divide by the global population of the world (even those unmet, but not including minors).
  • This gives us the average gold/turn per citizen regardless of affiliation. Seem simple enough?
  • We put this average global yield into finding a "middle ground" function (we don't want behind-civ cities to be super-punished for neglecting infrastructure, while at the same time we want to punish ahead-civ cities who neglect their infrastructure)
  • Now, this middle ground yield is now taken to your citizens.
  • Now the citizens begin looking at their potential worth {([known technologies * something] - somethingelse) / possible technologies} These something and somethingelse keep constantly changing due to balance changes. Note that knowing technology is not researched technology. As long as you meet a civilization with that technology. It counts as a known technology.
  • Now seeing their potential worth and taking their middle ground yield value to combine(forgot if it was additively or multiplicative) with it, they'll compare it to their own city's gold output divided by their the city's total citizens. Now 1 of 2 outcomes happen:
  • Poverty is a myth.
  • Poverty exist in 8 out of 9 citizens today. We need to protest!

And that's the formula. Where does the reduction come into effect? Into the bolded text. Now how do these bonuses stack? I would assume multiplicatively, but I could be wrong since this information was gathered years ago.

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