[Vote] (7-72) Purchase Cost Reduction Rework Proposals

Approval Vote for Proposal #72


  • Total voters
    67
  • Poll closed .
Status
Not open for further replies.

Recursive

Already Looping
Moderator
Supporter
Joined
Dec 19, 2017
Messages
4,799
Location
Antarctica
Voting Instructions
Players, please cast your votes in the poll above. Vote "Yea" for every proposal you'd be okay with if it were implemented. Vote "Nay" if you'd be okay if these proposals weren't implemented. You can vote for any number of options.

All votes are public. If you wish, you can discuss your choice(s) in the thread below. You can change your vote as many times as you want until the poll closes.

VP Congress: Session 7, Proposal 72

Discussion Thread: (7-72) Change How "Purchase Cost Reduction" Abilities Work
Proposer: @azum4roll
Sponsor: @azum4roll

Proposal Details
Part of the "stacking discounts is evil" series.

Currently, there are multiple sources of purchase cost reduction that reduces the :c5gold: Gold cost of investing in buildings and buying units (and projects, if enabled):
  • Forbidden Palace: -15% global
  • Industry: -30% global in total
  • Stock Exchange: -20% local
  • Rialto District: -10% global, -5% local
Military-Industrial Complex and Communism only affect cost of purchasing units/investing in buildings respectively and stack multiplicatively with the above, and thus not considered in this proposal.

A Venice player can get a whooping -80% off of all gold purchases in the capital and -75% in the rest. You may say this is synergy, but I can only see imbalance when a single component (Industry scaler or Stock Exchange) may contribute in doubling the value of :c5gold: Gold used for purchasing (which is ~1/4 of gold spent for the AI, according to @L. Vern; very likely higher for humans).

EDITED: @axatin clarified that the local and global modifiers actually stack multiplicatively with each other. Correcting the above paragraph (point still stands).
A Venice player can get a whooping -66.25% off of all gold purchases in the capital and -64% in the rest. You may say this is synergy, but I can only see imbalance when a single component (taking the Industry tree) may contribute in raising the value of :c5gold: Gold by ~50% when used for purchasing (which is ~1/4 of gold spent for the AI, according to @L. Vern; very likely higher for humans).

We already have precedence of changing stuff like this in Border Growth. We can do something similar here:
  • Forbidden Palace: :c5gold:Gold is +20% more effective on building investment and unit purchase in all Cities.
    • Slightly better compared to now if not stacked with other sources, worse after Stock Exchange
  • Industry Opener and Scaler: :c5gold:Gold is +7% more effective on building investment and unit purchases.
    • Around the same as now, if not stacked with other sources
  • Stock Exchange: :c5gold:Gold is +25% more effective on building investment and unit purchase in this City.
    • Same as now, if not stacked with other sources
  • Rialto District: :c5gold: Gold is +15% more effective on building investment and unit purchase in all Cities (+25% in :c5capital:Capital).
    • Better numbers to compensate for some of the lost "synergy". Obviously nowhere as close if you grab everything.
Cost formula:
Discounted cost = Base cost / (1 + Sum of effectiveness modifiers)

Implementation:
Add new column HurryEffectivenessModifier to Building_HurryModifiers, Building_HurryModifiersLocal, and Policy_HurryModifiers tables, default 0.

Expected bugfix (not part of the proposal):
Make the local and global modifiers stack additively as expected.

Conveying to players:
Should be no different, since currently the formula on purchase cost isn't shown on the UI.



VP Congress: Session 7, Proposal 72a
Discussion Thread: (7-72a) Change How "Purchase Cost Reduction" Abilities Work - Industry Scaler Alternative
Proposer: @Anarcomu
Sponsor: @azum4roll

Proposal Details
Original proposal (summed up):
Most cost reduction (excluding -33% to unit from Autocracy, and -25% to building from Order) are change to "purchase effectiveness".

Formula :
Discounted cost = Base cost / (1 + Sum of effectiveness modifiers)

Affected bonuses :
  • Forbidden palace : -15% :c5gold: cost => +20%:c5gold: efficiency
  • Industry Opener and Scaler : -5% :c5gold: cost => +7%:c5gold: efficiency
  • Stock Exchange: -20% :c5gold: cost => +25%:c5gold: efficiency
  • Rialto District: -10% :c5gold: cost (-15% :c5gold: in capital)=> +15%:c5gold: efficiency (+25%:c5gold: in capital)

Proposal :
Industry Opener and Scaler is +10%:c5gold: efficiency instead of +5%.

Rational :
As pointed out by @pineappledan, the industry base and scaler is too huge of a nerf. Since everything else is very good, I just change this part.



VP Congress: Session 7, Proposal 72b
Discussion Thread: (7-72b) Purchase Cost Discounts from Different Sources Stack Multiplicatively
Proposer: @axatin
Sponsor: @axatin

Proposal Details
As pointed out in the OP, additive modifiers are an issue because their combined effect can be too strong. However, the proposed replacement ability "gold costs are more effective" cannot be understood without knowledge of a formula which is impossible to guess or derive from the description. We shouldn't replace an effect that's easy to understand with something obscure. Currently there's a wild mix of additive and multiplicative modifiers (see spoiler below), and a better solution to the problem would be to make all modifiers from different sources stack multiplicatively and to change the descriptions accordingly.

Proposal:
Global modifiers from buildings, global modifiers from policies, and local modifiers all stack multiplicatively. Rialto district is changed from "-10% purchase cost in all cities, -15% in capital" to "-15% purchase costs in all cities". That's a slight buff, but it compensates for the fact that Rialto doesn't stack additively with stock exchanges and industry any longer.

As a result, we have the following sources of purchase cost reductions that stack multiplicatively:
- Stock Exchange (local building)
- Forbidden Palace and Rialto (global buildings)
- Industry (policy)

The Industry policies still stack additively with each other, as would be expected. The only other possible source of additive modifiers is the combination Forbidden Palace and Rialto District, which is unlikely to occur.

The description for Industry stays as it is: "-5% :c5gold: Gold needed for purchases." That's the typical way additive modifiers are described in Civ 5.
The description for the Stock Exchange is changed to "Purchasing Items in this City requires 20% less :c5gold: Gold". That description makes it clear that the modifier stacks multiplicatively with any other modifiers that might be in effect. The same wording is also used for the other buildings.

This also makes it consistent with how the modifiers to building costs only and to unit costs only are handled: Both of them already stack multiplicatively with the general modifier.


Spoiler Current modifiers :

Modifiers for purchase costs of buildings and units:
  • Forbidden Palace: -15% global
  • Industry: -30% global in total
  • Stock Exchange: -20% local
  • Rialto District: -10% global, -5% local
The local modifiers stack additively with each other, the global modifiers stack additively with each other, but global and local modifiers stack multiplicatively. Example: If we have Industry and a city with Forbidden Palace and Stock Exchange, the local modifier is 1-0.2=0.8 and the global modifier is 1-0.3-0.15 = 0.55. Total purchase costs are then 44% (0.8*0.55 = 0.44) of the original value.

In addition to that, the modifiers that reduce purchase costs for buildings only (Communism) and for units only (Military-Industrial complex) both stack multiplicatively with the above.
 
Besides the language, is there a meaningful difference between a) and b)? I couldn't discern.
 
+7% gold purchase effectiveness on Industry opener/scaler vs +10%.
 
Can we have this table added into the OP? These proposals are way too hard to compare without it:
1713940890805.png

Overall these don't look like big changes to me.
Sure maybe the math makes more sense, but the endgame feel doesn't seem to be affected in all but the most extreme cases. This doesn't have a problem like the old BGP calculations where there were so many border cost reductions so early in the game you could bottom out the cost reductions.
 
Last edited:
It would be a big difference, if local and global modifiers stack additively as expected. It just turns out the two most common sources, Stock Exchange and Industry, stack multiplicatively (while Industry scaler stacks additively within itself).

I don't know why axatin is pushing for everything to stack multiplicatively, but that's counterintuitive however you word it, on top of being inconsistent. There's a reason we changed BGP calculations this way instead of making the discounts stack multiplicatively.
 
It would be a big difference, if local and global modifiers stack additively as expected. It just turns out the two most common sources, Stock Exchange and Industry, stack multiplicatively (while Industry scaler stacks additively within itself).

I don't know why axatin is pushing for everything to stack multiplicatively, but that's counterintuitive however you word it, on top of being inconsistent. There's a reason we changed BGP calculations this way instead of making the discounts stack multiplicatively.
so one thing I'm confused on. You said SE and Industry are multiplicative right now, but we are changing them to additive. But MIC is also multiplicative but we aren't changing it?
 
MIC is "cheaper unit purchase".

The ones we're changing are "cheaper hurry cost", which includes all gold purchases because Firaxis never introduced another hurry type (there seems to be an unused HURRY_POPULATION?)
 
Modifierscurrent implementationazum4roll's proposalAnarcomu's proposalaxatin's proposalcurrent numbers but local and global modifiers stack additively, as they should be
Forbidden Palace850830830850850
Industry (all policies)700700620700700
Stock Exchange800800800800800
Rialto (Capital)850800800850850
Rialto (other city)900860860850900
FP + Industry550610550560550
FP + Stock Exchange680680680680650
Industry + Stock Exchange560590540560500
Rialto (Cap.) + SE670660660680650
FB + Ind. + SE440530480470350
Rialto (Cap.) + Ind. + SE450520470470350
Rialto (Cap.) + FP + Ind. + SE330470430400200
Rialto (other) + Ind. + SE480540500470400
Rialto (other) + FP + Ind. + SE360490450400250
 
Modifierscurrent implementationazum4roll's proposalAnarcomu's proposalaxatin's proposalcurrent numbers but local and global modifiers stack additively, as they should be
Forbidden Palace850830830850850
Industry (all policies)700700620700700
Stock Exchange800800800800800
Rialto (Capital)850800800850850
Rialto (other city)900860860850900
FP + Industry550610550560550
FP + Stock Exchange680680680680650
Industry + Stock Exchange560590540560500
Rialto (Cap.) + SE670660660680650
FB + Ind. + SE440530480470350
Rialto (Cap.) + Ind. + SE450520470470350
Rialto (Cap.) + FP + Ind. + SE330470430400200
Rialto (other) + Ind. + SE480540500470400
Rialto (other) + FP + Ind. + SE360490450400250
If the last column is the "as it should be" one, but unfortunately not elegible atm, why should we change anything right now? Differences seem not to be too impressive anyway.
 
I'm thinking of doing a "bugfix" if none of these pass and change it to how it should be. Then it'll be apparent that something needs to be changed, especially when it makes Venice want to go Progress.
 
  • Like
Reactions: 4CV
Modifierscurrent implementationazum4roll's proposalAnarcomu's proposalaxatin's proposalcurrent numbers but local and global modifiers stack additively, as they should be
Forbidden Palace850830830850850
Industry (all policies)700700620700700
Stock Exchange800800800800800
Rialto (Capital)850800800850850
Rialto (other city)900860860850900
FP + Industry550610550560550
FP + Stock Exchange680680680680650
Industry + Stock Exchange560590540560500
Rialto (Cap.) + SE670660660680650
FB + Ind. + SE440530480470350
Rialto (Cap.) + Ind. + SE450520470470350
Rialto (Cap.) + FP + Ind. + SE330470430400200
Rialto (other) + Ind. + SE480540500470400
Rialto (other) + FP + Ind. + SE360490450400250
ok, this chart makes it look like it's currently an issue that only really affects Venice
 
ok, this chart makes it look like it's currently an issue that only really affects Venice
And the combo of Forbidden Palace and Industry.
 
Status
Not open for further replies.
Top Bottom