Part of the "stacking discounts is evil" series.
Currently, there are multiple sources of purchase cost reduction that reduces the Gold cost of investing in buildings and buying units (and projects, if enabled):
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 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 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:
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.
Edit 1: Changed Industry scaler to +7% (was +5%), still a nerf when stacked with other sources
Edit 2: Corrected some text
Currently, there are multiple sources of purchase cost reduction that reduces the 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
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 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: 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: Gold is +7% more effective on building investment and unit purchases.
- Around the same as now, if not stacked with other sources
- Stock Exchange: 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: Gold is +15% more effective on building investment and unit purchase in all Cities (+25% in Capital).
- Better numbers to compensate for some of the lost "synergy". Obviously nowhere as close if you grab everything.
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.
Edit 1: Changed Industry scaler to +7% (was +5%), still a nerf when stacked with other sources
Edit 2: Corrected some text
Last edited by a moderator: