Fozman
Warlord
- Joined
- Apr 12, 2017
- Messages
- 133
Ran some tests on the game having this issue at a few different save points. Quickly played through about 10 turns to let the Asset changes settle.
Tested with 3 values:
I looked around for other mentions of this code, and found a forum post from 2011. The code is slightly different as this was back in the RAND 1.76 days, but I agree with the analysis in the post:
If this was still something located in the Python, I'd adjust the math myself. However, I'm not going to invest the time in setting up tools to edit the .dll. The two things I would try would be:
Tested with 3 values:
- 4 * default (10,000)
- 10 * default (25,000)
- 0.25 * default (625)
I looked around for other mentions of this code, and found a forum post from 2011. The code is slightly different as this was back in the RAND 1.76 days, but I agree with the analysis in the post:
As far as I can tell, this grabs the influence of an individual corporation presence in a city (from elsewhere in the file), compares it to the average, and if that particular corporation is lacking it's chucked into a random number generator. Rolling badly on the generator purges the corp from the city. Because it's compared to the average, generally about half the corporations are at risk of being purged at any given moment.
If this was still something located in the Python, I'd adjust the math myself. However, I'm not going to invest the time in setting up tools to edit the .dll. The two things I would try would be:
- Adjusting the way iRand interacts with iDiff via arithmetic. (i.e. reduce the "at-risk" purges from ~50% to the lowest quartile or even the bottom 10%)
- Adding another check with an if-statement to disallow a purge if the company has been in town for less than "x" turns. I realize this would possibly require a new variable and all the work associated with setting that up, but this would probably be the most effective solution.