I notice the same sort of problem with the Food Processing Plant overtaking Bakery
Yeah, it's exactly what I described in my previous post.
I notice the same sort of problem with the Food Processing Plant overtaking Bakery
AndarielHalo is incorrect about the effects of grocer and supermarket. Grocer gives at most 7 extra commerce (added to base commerce) from resources, +1 happiness and +1 unhealthy (for tobacco) and +25%, calculated after base commerce is added up.
Supermarket gives +1 food, +4 health from resources and -2 unhealthy from tobacco, for a net of +2 health, and +3 happy from coffee, tea and tobacco.
The net difference is +1 food, +1 health, +2 happy, -7 base commerce and -25% gold. The net loss in gold will be (BC-7*.25), so the larger base commerce is the lower the overall percentage will be, while with a very low BC the percentage loss will be high. There is also a loss of research, culture and espionage due to the -7 loss of base culture, although not nearly as much as gold loss.
For example, if you have 100 BC with 35% tax rate, 45% research and 20% culture the result would be:
(100*.35)*1.25 = 43.75 gold with grocer.
(100-7)*.35 = 32.55 gold with supermarket, a loss of 25.6%.
(100*.45) = 45 research with grocer.
(100-7)*.45 = 41.85 research with supermarket, a loss of 7%.
Note these are simplified calculations; actual in game calculations are much more complex. In an in game test I found actual changes of -26.8% gold, -18% research, -9.5% culture and -11% espionage. Some of this was due to changes in base contributions from specialists after constructing the supermarket. It was getting too complicated so I have not pursued the differences between turns other than SM.
Note also that the actual change numbers you get while hovering over supermarket are all off, with no discernible pattern I could see. They do not correspond to actual changes in base or total results in any category.
That's how it works in general. As to why I don't know. by building supermarket you pick up food, health and happiness, which at the stage in the game it becomes available are quite useful. You could say you have the option to trade off the financial benefits for other needed benefits. At that point there are other buildings which can replace the lost benefits. Since this is supposed to be an upgrade of the grocery it does seem questionable. You can restore the bonus resources and icommerce bonus to the supermarket if you wish.
AndarielHalo is incorrect about the effects of grocer and supermarket. Grocer gives at most 7 extra commerce (added to base commerce) from resources, +1 happiness and +1 unhealthy (for tobacco) and +25% gold, calculated after base commerce is added up.
Supermarket gives +1 food, +4 health from resources and -2 unhealthy from tobacco, for a net of +2 health, and +3 happy from coffee, tea and tobacco.
The net difference is +1 food, +1 health, +2 happy, -7 base commerce and -25% gold. The net loss in gold will be (BC-7*.25), so the larger base commerce is the lower the overall percentage will be, while with a very low BC the percentage loss will be high. There is also a loss of research, culture and espionage due to the -7 loss of base culture, although not nearly as much as gold loss.
For example, if you have 100 BC with 35% tax rate, 45% research and 20% culture the result would be:
(100*.35)*1.25 = 43.75 gold with grocer.
(100-7)*.35 = 32.55 gold with supermarket, a loss of 25.6%.
(100*.45) = 45 research with grocer.
(100-7)*.45 = 41.85 research with supermarket, a loss of 7%.
Note these are simplified calculations; actual in game calculations are much more complex. In an in game test I found actual changes of -26.8% gold, -18% research, -9.5% culture and -11% espionage. Some of this was due to changes in base contributions from specialists after constructing the supermarket. It was getting too complicated so I have not pursued the minute differences in calculation between turns other than SM, which do seem to hold up.
Note also that the actual change numbers you get while hovering over supermarket are all off, with no discernible pattern I could see. They do not correspond to actual changes in base or total results in any category.
That's how it works in general. As to why I don't know. By building supermarket you pick up food, health and happiness, which at the stage in the game it becomes available are quite useful. You could say you have the option to trade off the financial benefits for other needed benefits. At that point there are other buildings which can replace the lost benefits. Since this is supposed to be an upgrade of the grocery it does seem questionable. You can restore the bonus resources and icommerce bonus to the supermarket if you think that is more appropriate.
What you said, AndarielHalo, was that supermarket caused -50 resource, -100 culture and -30 gold. I am pointing out the actual losses are much less, although you do lose in each category. The -30 for gold is the closest. And no, this does not make any sense.
If the math is too much for you, just take my word that you will lose 25-30% gold, 15-20% research and ~10% culture and espionage with typical settings for overall rates for each of those in a game. I did that because this topic has come up several times without any specific numbers. I noticed that the mouse over popup was reporting actual figures would be much less and wanted to find out exactly how it worked. I did and reported it; I also found out the popup is not very close to actuality, which makes me wonder if other popups are also wrong. Is this a true bug?
And even if the reported losses for a Supermarket are much less than reported, THEY ARE STILL LESS. This is not logical by any stretch of the imagination; go to a local grocery store, then go to a big-ass supermarket. How the hell does the grocery store offer MORE than the supermarket in terms of commodities? Leaving aside the fact that the Grocer shouldn't even be REPLACED by the Supermarket, but supplemented, the idea that a goddamn GROCER is somehow superior to a MODERN SUPERMARKET is mind-bogglingly stupid. Like a Springfield 1855 being considered superior to an M1 Garand
@AndarielHalo
1) There is a section for strategies in the Sevopedia, close to the bottom of the list. In this there is an explanation of Vassal mechanics. It explains the conditions under which the vassal can break the relation, but states that currently there is no way for the master to break it, so be careful in acquiring them. Still, you might find something you can do to get the vassal to break off.
2) Haven't gotten that far so don't know much about fallout in RAND. But, I'm a little confused; you say 30 years and close to 200-300 turns. That many turns would be a lot more than 30 years. But, if you did use that many nukes, and that's a lot, you certainly would expect a lot of radiation fallout for many years; the half life of uranium is 250,000 years. In previous civ's workers could clean up fallout. I believe this is still available.
Easier for you just to look at Building Upgrades page in Civilopedia. If you are using RAND 1.75 and later, then you should be fine with posting your ideas.
Went back and reread what spobe said, especially about some upgrade paths not being fully developed and that makes sense.
That was something that I didn't get either, and which pained me when adding UBs which replace Grocer and Supermarket. It is the second most thing which bothered me (the most being the fact that Early Buildings and Civics Buildings aren't easy for me the mod to my liking, but that has to do with the modder side of me).
It shouldn't be Hypermarket replaces Supermarket replaces Grocer.
It should be Hypermarket requires Supermarket requires Grocer; no replacement.
If the problem is balance, then raise the beaker costs of techs 10-20%, as well as unit upgrade costs. Since the Grocer adds extra gold and commerce, that should be the the best fix for it. The extra health from the Supermarket shouldn't matter much by the time the Hypermarket is available due to the nature of the Future era.
Yes, but we can get the same results without having a bunch of needless extra building clutter by simply keeping the same bonus commerce values (and adding a few more for the Hypermarket, such as movies, alcohol, etc.) and boosting them so that it's not necessary to have said clutter of buildings. For instance, the Grocer gives +1 commerce to various bonus resources. The Supermarket, then, should give +2 to the same ones as well as the additional meats that have been added to the lineup (not just for health anymore!), and the Hypermarket should give +3. And keep in mind that the Hypermarket should keep the health bonuses provided by the Supermarket, since it would obviously still sell those products.
Effective. Efficient. Solved.
I see what you did there.
Having the Grocer -> Supermarket -> Hypermarket path being the same as the Harbor ->...International Port path. Having each upgrade keep the bonuses of the building before it is another good solution. The only issue with that is the same issue that came up with the Harbor upgrade path, it makes some civ's UBs comparatively weak since their UB bonus would be upgraded out. Personally, that is a minor issue which does not bother me, but it has been brought up before with no good solutions found.
Thanks for that. Now, how do I disenable Mastery?
Quote:
Originally Posted by generalstaff View Post
That was something that I didn't get either, and which pained me when adding UBs which replace Grocer and Supermarket. It is the second most thing which bothered me (the most being the fact that Early Buildings and Civics Buildings aren't easy for me the mod to my liking, but that has to do with the modder side of me).
It shouldn't be Hypermarket replaces Supermarket replaces Grocer.
It should be Hypermarket requires Supermarket requires Grocer; no replacement.
If the problem is balance, then raise the beaker costs of techs 10-20%, as well as unit upgrade costs. Since the Grocer adds extra gold and commerce, that should be the the best fix for it. The extra health from the Supermarket shouldn't matter much by the time the Hypermarket is available due to the nature of the Future era.
Yes, but we can get the same results without having a bunch of needless extra building clutter by simply keeping the same bonus commerce values (and adding a few more for the Hypermarket, such as movies, alcohol, etc.) and boosting them so that it's not necessary to have said clutter of buildings. For instance, the Grocer gives +1 commerce to various bonus resources. The Supermarket, then, should give +2 to the same ones as well as the additional meats that have been added to the lineup (not just for health anymore!), and the Hypermarket should give +3. And keep in mind that the Hypermarket should keep the health bonuses provided by the Supermarket, since it would obviously still sell those products.
Effective. Efficient. Solved.