That's true, I drew it as an ideal case to simplify and to emphasize on how blaze's graph was wrong rather than draw it how it works in practice as that would further confuse how it works.
But the thing is, your graph doesn't show an ideal case. It shows a case that can't possibly happen, and the reason it can't happen is precisely because of the issue I'm talking about. Whereas Blaze drew a graph which was essentially the right idea. The only thing he got wrong is that he drew the lines at a diagonal instead of doing sharp steps. Which is incorrect, but happens to be irrelevant to the issue I'm raising.
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The difference in cost here isn't unreasonable, and delaying doing a hurry by up to 7 turns, and then delaying the second hurry up to 15 turns (assuming decay period is 8 turns) just to reduce inflation costs either means it was not important to hurry the production of these things, or it means you have a too weak economy to hurry production when it is needed. Playing this system by only hurry production once every X turns and only the turn before decay happens is possible but it is 100% not the best way to play considering one delays getting stuff to pay less in inflation (which is the whole point of this inflation, to give the player pause when it comes to reckless use of hurry production as it costs money).
I agree that with the specific numbers I used, it's not a problem. I only hurried a small number of things, enough to establish what formula the game is actually using. With this data, we can now calculate what will happen when we hurry larger numbers of things, without having to test it manually by clicking "end turn" hundreds of times.
I also agree that it should cost more to hurry lots of things all at once. My proposal is designed to keep this element as close to the current situation as possible.
I haven't figured that part out yet, I'm mostly correcting some things you said that seemed way off, like inflation being exponential/quadratic and changing each turn when it is actually quite linear and changing only at given turns, then you suggested we should make inflation exponential with this formula suggestion I = kN^2 which very much made me think you had misunderstood something fundamental about how inflation was coded, especially considering your initial sentiment about inflation costing more than you liked.
I mean that the total inflation cost is quadratic. That is to say, the area under the graphs we've been drawing is quadratic. For example, in my test 4, after hurrying three things, I was paying 32gpt for a few turns, then 21gpt for 8 turns, then 10gpt for 8 turns. The total money I lost to inflation in the time it took to drop to 0 is roughly 8*11*(3+2+1). If I had hurried ten items in one turn, I would have been paying something like: 110gpt for a few turns, then 99gpt for 8 turns, then 88gpt for 8 turns, etc, all the way down to 10gpt for 8 turns. The total money I would have lost to inflation would have been 8*11*(10+9+8+7+6+5+4+3+2+1).
If you're familiar with the formula for the triangle numbers, you'll realise that this means that when you hurry N things in quick succession, the total money you lose to inflation will be roughly
8*11* N *(N-1)/2
Which is roughly 44N^2.
especially considering your initial sentiment about inflation costing more than you liked.
I would like to emphasise that it's not exactly that inflation costs more than I'd like. I would be quite happy for inflation to remain the same, or even get higher, in most situations. The problem I have is that, because of a mathematical quirk in the current calculation, there is a specific situation in which inflation just keeps going up and up forever. That situation is when you trying to rush something more than once every 8 turns (on marathon speed) over a long period.
I guess I should fix the issue (of decay only occurring on turns that are dividable by a given integer constant tied to gamespeed), since you're so insisting about it being a problem. Would be easy enough by introducing a vector cache to all players that each time one hurry adds a new element that is X turns away from when the hurry production action was done, and if multiple hurries happen the same turn it won't just keep adding the same turn, it will add the turn now+2X, then now+3X, and so on, as hurry count will only be able to decrement once a turn (i.e. there can't be two identical elements in the vector). So on the start of a players turn the first element in the vector can be compared with current turn number, if equal decrement hurry count and delete first vector element. That way hurry count can be decremented on any arbitrary round rather than on a fixed multiplication table of turn counts.
Meh. That's only a secondary issue. I didn't even know about it when I made my original post, and at this point I think you've talked about it more than I have. It seems to be causing confusion, so I suggest we ignore it for now.
If this would fix your main issue with inflation, then I seriously misunderstood your first post on the issue, I thought you wanted to really change the math from linear to quadratic inflation impact from hurry count, or that you wanted some more serious rewrite of the system as a whole where inflation decay would not be statically incremental like it currently is and would still be with the cache I mentioned (cache only increase accuracy of the decay increments to fit exactly the turn the hurry production occured on) into something more dynamic with increasing rate of decay the higher inflation get or some such.
As you figured out in the next post, this doesn't fix my main issue
I think I finally understood your first post, sorry for being a tard. I now think you were suggesting that instead of inflation slowly decaying on a fixed turn period, all of it should decay away on the first decay point, i.e. if one hurry production 20 times on turn 50 and the decay time is 5 turns, all inflation from those 20 hurries should be gone after 5 turns, rather than take a 100 turn to go away, and to compensate for it lasting much shorter you suggested that the impact of hurry should be exponential rather than linear. This is basically what you suggested, right? My thoughts on that is simply that I oppose the suggestion as it makes it impossible to feel one has runaway inflation, it gives too much feeling of control to the player, makes it too easy to predict and calculate how much inflation one can generate as it will not have long lasting effect even if one miscalculate.
Quadratic rather than exponential, but yes, that's the idea.
I'm having some technical issues with the forum, so I'm going to post this and then write a followup post after.