I see two that stand out to me:
- getFeatureProductionPercent() - Forest chop ?
- getImprovementPercent() - Improvement build speed (amount of work to build it)?
To determine whether or not a new percent value is required, one option is to equalize the
/time where time of course varies with game speed.
I play Epic exclusively, but let's pull some numbers out of the air. Marathon has three times as many turns as Normal. And a chop on Marathon produces 60
compared to Normal's 20
. Assuming a Forest growth chance of 1% per turn for both speeds, that gives
20
x 1% x 3 Normal-turns/Marathon-turn = 0.6
/Marathon-turn
and
60
x 1% = 0.6
/Marathon-turn
Ah, so decreasing the growth chance for slower game speeds would result in fewer
/turn at those speeds. This of course doesn't factor in Jungles, and it means that Forests are seen as "larger" at slower speeds. They require the same number of normalized-turns to chop yet yield more :hammers.
As well, since the growth chance is checked each turn the growth rate will actually be higher (once normalized) at slower speeds. The chance that a forest
doesn't grow in a 3 turn period (equivalent to 1 turn at Normal) is 99% x 99% x 99% which is less than 99%, the chance a Forest doesn't grow at Normal speed.
I would almost prefer to have seen faster regrowth with the same
output at slower speeds, but that would be far to aggressive a change at this stage.
Again, all my numbers are from memory or imagination. If they differ from reality, please correct my calculations.