I've also noticed it's dynamic. You can see this on a non-% based one like Angkor Wat which gives food per faith. When you gain faith, the food also inceases on it (since you can see the actual yield, you can verify this without looking into the code or something).
What I would like to know, in addition to OPs question, is what happens when there are multiple percentages? Is it similar to Paradox games where all percentages are added up and then calculated? Or are they multiplied? So it would be the difference between 1*(1.25+0.3+.05) or 1.25*1.3*1.05?
I've also noticed it's dynamic. You can see this on a non-% based one like Angkor Wat which gives food per faith. When you gain faith, the food also inceases on it (since you can see the actual yield, you can verify this without looking into the code or something).
What I would like to know, in addition to OPs question, is what happens when there are multiple percentages? Is it similar to Paradox games where all percentages are added up and then calculated? Or are they multiplied? So it would be the difference between 1*(1.25+0.3+.05) or 1.25*1.3*1.05?
Games like this tend to have a hell of a time deciding which percentages are additive and which are multiplicative. It was a frequently asked question in ES2. If I had to guess, and this is just going off what games often do, buffs applied to an entity are additive, buffs applied to a parent group are additive, and those two groups combine multiplicatively. ie 20% + 20% on a city would be +40%, and then an empire-wide +20% would bring that up to +68%
Don't think too hard about how proportionally insignificant these buffs get if the game awards too many of them.
I've also noticed it's dynamic. You can see this on a non-% based one like Angkor Wat which gives food per faith. When you gain faith, the food also inceases on it (since you can see the actual yield, you can verify this without looking into the code or something).
What I would like to know, in addition to OPs question, is what happens when there are multiple percentages? Is it similar to Paradox games where all percentages are added up and then calculated? Or are they multiplied? So it would be the difference between 1*(1.25+0.3+.05) or 1.25*1.3*1.05?
Games like this tend to have a hell of a time deciding which percentages are additive and which are multiplicative. It was a frequently asked question in ES2. If I had to guess, and this is just going off what games often do, buffs applied to an entity are additive, buffs applied to a parent group are additive, and those two groups combine multiplicatively. ie 20% + 20% on a city would be +40%, and then an empire-wide +20% would bring that up to +68%
Don't think too hard about how proportionally insignificant these buffs get if the game awards too many of them.
I'm not sure I completely understand your example but it works similarly to ES2 from what I remember.
Given a target entity, percentage bonuses are indeed additive. First we compute a raw value based off the flat gains. Then we apply the percentage-based one. Let say you have these bonuses: +3, +5, +2, +10%, +20%. That gives you (3 + 5 + 2) * (1 + (0.1 + 0.2)) = 10 * (1 + 0.3) = 13.
Now, let say we talk about Science production. City production is first computed. Then the Empire sums the production of all its Cities to compute its own. Percentage bonuses applied on the Empire applies to that sum. Let say I have City_A and City_B and a 10% bonus, that would be the result: (Science[City_A] + Science[City_B]) * (1 + 0.1).
I hope that helps and that I don't simply repeat an obvious fact.
That is, as far as I understand it correctly, the percentages just add up, not add up. For example, we have a bonus of +5 and first it's +10% and then +15%. We would get (5 * (1 + 0.1) * (1 + 0.15) = 6.325, but this way we get 5 * (1 + (0.1 + 0.15) = 6.25. In the end, the bigger the initial number, the bigger their number and the percentage of the first option would be much bigger than the second. I'm not particularly good at calculus and math, back when I was studying I was looking for answers on resources like https://plainmath.net/741/determine-whether-the-congruence-is-true-or-false-100equiv-20-mod-8 to solve complex men problems. But as far as I understand your system is so called simple percentages, which is not bad and easier to calculate.
Pugbot
Newcomer
Pugbot
Newcomer
10 300g2g ptsReport comment
Why do you report Pugbot?
Are you sure you want to block Pugbot ?
BlockCancelAre you sure you want to unblock Pugbot ?
UnblockCancelVIPChanglini
Chameleon
VIPChanglini
Chameleon
41 200g2g ptsReport comment
Why do you report Changlini?
Are you sure you want to block Changlini ?
BlockCancelAre you sure you want to unblock Changlini ?
UnblockCancelDayvit78
History Pro
"How do you know the fish are happy? You are not a fish." "How do you know I do not know? You are not me."
Dayvit78
History Pro
10 500g2g ptsReport comment
Why do you report Dayvit78?
Are you sure you want to block Dayvit78 ?
BlockCancelAre you sure you want to unblock Dayvit78 ?
UnblockCancelSpacesuitSpiff
Recruit
SpacesuitSpiff
Recruit
25 000g2g ptsReport comment
Why do you report SpacesuitSpiff?
Are you sure you want to block SpacesuitSpiff ?
BlockCancelAre you sure you want to unblock SpacesuitSpiff ?
UnblockCancelDEVDaarkarrow
Heretic Dev
DEVDaarkarrow
Heretic Dev
40 800g2g ptsReport comment
Why do you report Daarkarrow?
Are you sure you want to block Daarkarrow ?
BlockCancelAre you sure you want to unblock Daarkarrow ?
UnblockCancelDEVZanAlex
Dev Team
Alex, AI Programmer on Humankind, Former UI Programmer on Endless Space 2 and Humankind.
DEVZanAlex
Dev Team
33 000g2g ptsReport comment
Why do you report ZanAlex?
Are you sure you want to block ZanAlex ?
BlockCancelAre you sure you want to unblock ZanAlex ?
UnblockCancelThervitur
Newcomer
Thervitur
Newcomer
1 000g2g ptsReport comment
Why do you report Thervitur?
Are you sure you want to block Thervitur ?
BlockCancelAre you sure you want to unblock Thervitur ?
UnblockCancel