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Food income calculation

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8 years ago
Jun 7, 2017, 8:26:35 PM

Hi everyone,

first post here.


Can someone explain me :


Having this pop unit :



On this planet : 



that is 9 base food prod + 1 per unit, adding one unit on this :




Am I not supposed to get 21 current prod + 9 + 1  + 6 = 37 food prod ?


I'm having :


35, a figure I don't understand.


Please anyone ?


Thx

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8 years ago
Jun 7, 2017, 10:36:52 PM

I can only tell you that base planet output already contains bonuses from planet type, anomalies and resources. So it's not 9 + 1, it's just 9. 

Not sure why you're getting 35 instead of 36 however. Maybe it has something to do with you playing as Horatio. I've seen bug reports about Horatio losing some bonuses from splicing after moving to another planet.


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8 years ago
Jun 8, 2017, 6:58:36 AM

Or it may be a different bug. I see that you have 3 pops giving you 21 instead of 27 food. Do you have ecologists as your ruling party? Though in that case i would expect you to have less than 35 food. Maybe you have some additional bonuses to food per Horatio.

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8 years ago
Jun 8, 2017, 2:52:53 PM

Hey,


I think what you first said can't be true afterall;


It can't be 9 instead of 9 + 1, as this 1 bonus is a per pop unit bonus, so that would mean each pop unit placed on the planet should bring base prod + bonus.


But when i checked on different planets, all I can see is nothing makes sense.


Let me explain:


Ecologists rule my empire, but I have no income bonus laws active.


Now look at this simple, simplest, example:



Empty planet, with base prod of 2, no other buffs.



If I add one pop of those on the planet, how many food should it generate ? 


I thought 2, but no :




Now let's look at the planet on its right :



It should generate 7 food per unit according to your theory, and 8 according to mine.


Answer :



ALL WRONG !!


This total mess is true with all stats, like these 2 planets have both 4 dust base prod, the second planet has a +1 dust prod per unit; placing pop unit on the second planet generates less dust that the first planet, while it should generate at least the same amount, at best +1.


I have even more mess with Horatio; 1 unit pop gives +6 food food bonus, but it counts as +3. And so on, and so on.


I don't understand how this game is not in alpha release or beta at most actually. A lot has been done, it's true, but these basic computations are really the base stuff to build.

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8 years ago
Jun 8, 2017, 6:14:25 PM

There's a bug with ecologists law "Hardship Ready". It gives FIDS penalties to all planets, not just colonised without a proper technology. And i'm pretty sure it's just 9, not 9+1. If you start a new game as non Horatio you'll get correct numbers. And if you'll share a save file i might be able to figure out why you're getting the numbers you're getting.

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8 years ago
Jun 9, 2017, 10:53:32 AM

Ok, so i have encountered both bugs i was talking about.


Let's start with Asellus system.


Asselus III:

- Zvali population: 5 from planet (9 * 0.5 because of "Hardship Ready" FIDS penalty) +2 from Hero + 4 from system improvement = 11 * 5 = 55;

- Horatio population: 5 from planet (9 * 0.5) +9 from Horatio +3 from Hero +4 from system improvement = 21 * 2 = 42;

55 + 42 = 97 (checks out)


Asselus II:

- Horatio population: 5 from planet (9 * 0.5) +9 from Horatio +3 from Hero + 4 from system improvement = 21 * 5 = 105; (all good here)


Horatio Prime:

- Horatio population: 3 from planet (6 * 0.5) +9 from Horatio +3 from Hero + 4 from system improvement = 19 * 8 = 152; (same)


Now let's go to the Rhea system.

Rhea II:

- Zvali population: 4 from planet (7 * 0.5 ) +2 from Hero = 7 * 6 = 42;

- Horatio population: 4 from planet +9 from Horatio +2 from Hero = 15 * 2 = 30;

42 + 30 = 72 (same as the in-game number)


Now moving 2 Horatio from Rhea II to a different planet, and then back, drops food production from 72 to 66. According to the tooltip it now counts +6 per Horatio instead of +9. 

+3 food bonus from splicing got lost somewhere. 


And now the weird part. Rhea III and Asselus IV don't get hit by FIDS penalty. One planet is ice, the other is snow, both of them have 2 food per pops, and both of them count 2 instead of 1.

No idea why.


As for "Hardship Ready" bug, try to get different party elected as your ruling party on the next elections. You'll see a decent FIDS boost on your planets.

As for the second bug, the only thing you can do is to never move your Horatio pops between planets.


Updated 8 years ago.
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8 years ago
Jun 9, 2017, 1:05:29 PM

Thanks for taking the time to check all these.

So you're telling me the ecologist law bug halves all the production no matter if it's on planets I can colonize or not. 

Not being able to move pops is a pain, did you check if correct numbers come back after a turn? I'll check as soon as I can play. 


Well hope they'll fix these bugs before I get bored of the game ^^

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