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Serpentor Game profile

Member
2800

Nov 6th 2013, 5:12:06

Indy production should still be:
IC x 1.86 x 1.35 (gov) x tech

Correct?

I'm getting fluffed up numbers on my production.

180 indies as a commie with no tech should be: 180x1.86x1.35x1= 452 turrets

I'm somehow only producing 273 turrets... How's that work??? That's less than a non commy.

Not only that, but my production is dropping if I explore a turn. How's that work when I have no tech? Wtf is going on here?
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h2orich Game profile

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2245

Nov 6th 2013, 5:24:57

maybe you are not at your max pop? if u're not at max pop, your production is reduced.

Cable Game profile

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1521

Nov 6th 2013, 5:41:18

Waaa?? what the hell did they change over the last two weeks of set? Max pop shouldn't effect Indy production.....

Serpentor Game profile

Member
2800

Nov 6th 2013, 5:55:50

Apparently it was changed last month:

"In an effort to make crippling and failed KR's less pointless, we have made production of indies/farms/labs/rigs based on population.

Basically production of each (&TPT) is multiplied by:

min(1,max(0.2,pop/(maxpop*0.8))

This means once you drop below 16% of population, your production will hit a floor of 20%; production does not get affected until you are below 80% of max population. Given cashers are already linearly affected from 100% -> 0%, this is not applied vs Ent/Res."
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crest23 Game profile

Member
4666

Nov 6th 2013, 12:35:38

Yeah, I noticed that yesterday when I built 20 cs and my indy production kept going up until I hit Max pop.
The Nigerian Nightmare.

blid

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Nov 6th 2013, 12:47:03

Hah, I never realized it took so many turns for your pop to go up if you hadn't been GS'd or something.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

Cable Game profile

Member
1521

Nov 6th 2013, 14:55:07

That makes sense, and evens the playing field out for people running cashers in 1A at war. Because it takes someonething like 150 turns to get from 5% pop back to 100% provided your not hit again.

crest23 Game profile

Member
4666

Nov 6th 2013, 15:26:00

I would like to see gogy RoR this set. The FS is now more powerful.
The Nigerian Nightmare.

Requiem Game profile

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9092

Nov 6th 2013, 16:41:58

Its ok less supply means higher cost in theory.

blid

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Nov 6th 2013, 17:02:36

It's bigger than expected though, like if I explore 3 turns my indy capacity drops by 25%. Imagine if I batch explored. Well, imagine if I make a monster attack for 10k land, then I'm getting the land even more suddenly and my pop is even less at capacity. So this seems like it might somewhat retard growth.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

Cable Game profile

Member
1521

Nov 6th 2013, 17:37:36

Shouldn't even when you grab its the same as exploring roughly 5 turns to reach "max" pop. Grabs just mean your population grows by 1000's instead of 100's. Cant see it hurting growth, people will still have land goals, but perhaps it will boost BPTs

blid

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Nov 6th 2013, 18:27:35

Well, if you're only 200 acres big and you grow by 40 acres, that max pop increase is going to be significant, which means you'll be well under max pop, proportionally at least, meaning your production will drop significantly like I experienced. Maybe this is the only time you'll really see anything meaningful in terms of slowing growth. But if I'm 5k acres and make a big 1k grab, I'll again full pretty far below max pop proportionally (83% in both cases). Only now, instead of 40*12 expanded max population to fill, I'll have 1000*12 to fill, much more.

Now, you may know more than me about population growth formulas. I'm sure you do gain more population per turn if you've got more space below the max population available. So maybe it comes out to roughly the same in terms of how long it takes to reach close to max pop.

It does seem to slow your growth down either way though. It seems that making 5 grabs of 200 acres, in any case, is somewhat closer to making 1 grab of 1000 acres than it used to be. Maybe not to a significant degree... not sure... It's just interesting because this was a change clearly put in for the purpose of making non-kill BR/GS runs still have impact, but it's having very clear effects just on growing and building land here in the early going.

Edited By: blid on Nov 6th 2013, 18:30:23
See Original Post
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

edfjr Game profile

Member
160

Nov 6th 2013, 23:31:48

lol i found about this the hard way last express set. Started a war, ended up with lost pop. and 80% food production. I found a simple trick to simply elimiate this penalty, and go back up to near full production. So it's not so bad.

Unless you're a theo, much harder to get to max pop.

Xinhuan Game profile

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3728

Nov 7th 2013, 0:35:37

Well everyone is affected similarly. I don't think it is that big a deal.

crest23 Game profile

Member
4666

Nov 7th 2013, 0:58:32

So Xin, are you back to playing Expressnow that dr is fixed?
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blid

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Nov 7th 2013, 1:29:45

DR is fixed? How's that?
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.

crest23 Game profile

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4666

Nov 7th 2013, 3:35:46

Guess it's not fixed now that I think of it.
The Nigerian Nightmare.

Serpentor Game profile

Member
2800

Nov 7th 2013, 3:46:21

Simple trick? Which would be what?
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Serpentor Game profile

Member
2800

Nov 7th 2013, 3:50:46

Now we have to change our tax rate every turn or something stupid like that?
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mac23 Game profile

Member
504

Nov 7th 2013, 4:13:26

I'm way to lazy for that! lol

Serpentor Game profile

Member
2800

Nov 8th 2013, 6:12:16

Xinhuan, youre pretty good at this math stuff...anything to this jacking tax rate to drop max pop and keeping your production up? Or would the negatives out weigh the positives?
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Xinhuan Game profile

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3728

Nov 8th 2013, 14:45:35

It's ok to do that as long as your pop is not below 2/3 of your maxpop since beyond that it slows down your pop growth.

Serpentor Game profile

Member
2800

Nov 8th 2013, 16:10:31

Thanks for looking at it Xin. I'll probably not waste my time anyways. Usually I'm in a mad rush to LG from my cell at work or with the kids and don't have time to screw around with monitoring pop growth and tax levels. I'd probably just deal with the penalty to keep things simple. Interesting idea though.
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PaleMoon Game profile

Member
294

Nov 8th 2013, 16:13:15

Yeah, it's a lot of messing around. I think I like this (probably) unintentional change to non-casher start ups.

It adds a bit more thought to a start up... :)
"imo the true issue over there is and always has been palemoon." - Vic (Mr. Clear)

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h2orich Game profile

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2245

Nov 8th 2013, 16:16:51

HAPPPY BIRTHDAY TO MEEEEEEEEEEEE

blid

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Nov 8th 2013, 16:42:09

Originally posted by PaleMoon:
Yeah, it's a lot of messing around. I think I like this (probably) unintentional change to non-casher start ups.

It adds a bit more thought to a start up... :)
Meanwhile I was doing a theo cash start-up in Express and I definitely felt this change. Doesn't really matter big picture but I had to change the way I used my turns as I couldn't afford to build my bpt.
Originally posted by Mr. Titanium:
Watch your mouth boy, I have never been accused of cheating on any server nor deleted before you just did right there.