Dancing Hoskuld
Deity
1) I have never found corporations to be profitable. They have always reduced my income!
2) There is no upkeep for routes only initial build costs.
2) There is no upkeep for routes only initial build costs.
Yes... we could certainly thing things through more... wonders I think are one of the main sources of causing HUGE % modifiers - was meaningful when we had less of them but now we should perhaps pull them back a little (not too much or you could kill the profitability of corporations.)
Um... why do you guys believe it's impossible to use one of the most basic building tags we have - CommerceChanges? This should lead to a flat rate modifier of the indicated commerce rather than a % (which is indicated by the term 'Modifier' rather than 'Change'.)
% adjustments should represent investment capability adjustments for the city and the facilitation or impact on the economy city wide. + base changes should represent the taxation of the profits that building is bringing in. - base changes should represent the gold upkeep for the nation to pay - such as what is taking place on military and other publicly maintained buildings.
Yes... we could certainly thing things through more... wonders I think are one of the main sources of causing HUGE % modifiers - was meaningful when we had less of them but now we should perhaps pull them back a little (not too much or you could kill the profitability of corporations.)
I also think we may want to consider making all units a bit more expensive for nations to field. Try increasing the base cost per unit by +1 gold. Unfortunately, this would probably hit the AI harder than the player but it would be more rational for military spending. Increasing gold penalties for public buildings would help too. Particularly looking for ways to inject more -% modifiers rather than just - flat rate gold. Anything that scales to the size of the city/economy should really be based on a % factor - like perhaps road upkeep for example.
In my BuildingShema their is only BonusCommerceModifier and BonusCommercePercentChanges (I don't know what the latter one does).
And "anything that scales with city size" would be covered well with a CommercePerPop tag since CitySize is mainly PopSize.
@DH: Hate to say it and don't mean to be disrespectful by it but... if you're finding corporations never profitable, you're not using them right. It takes some strategic placement of the corporate headquarters but even the most costly corporation can be extraordinarily profitable, even if you're not spreading it to your opponent to drain him with it.
It is probably the messages and corporations screen that are at fault. I usually get messages that say I will get +20 in my corporate headquarters and -88 in the city it is being spread to. Total loss -68 per turn!
I would suggest in the mean time that perhaps the +1% from bonustype be non-stacking (ie, if you have two buildings which give +1%with Pearls you only get +1%
from Pearls).
Is this possible?
But if it would be really that easy to have a tag that gives +1from bonustype rather than +1%
I'd definetly prefer this method.
I would suggest in the mean time that perhaps the +1% from bonustype be non-stacking (ie, if you have two buildings which give +1%with Pearls you only get +1%
from Pearls).
Is this possible?
But if it would be really that easy to have a tag that gives +1from bonustype rather than +1%
I'd definetly prefer this method.
Sure. It just requires a change in the algorithm which processes those tags.
That will just cause lots of bug reports as people do the math and see that they have 3 buildings that add 1% but only get 1% not the 3% they expect.
Still will get questions from people who play other mods asking why it is different etc. Not only that but the tag will no longer do what it says it does in the Modiki, so you will confuse modders as well! IMO Just use a different tag and leave the one that is there as it is.Add something to the tooltip that says 'These bonuses don't stack' then.
As Tbrd says why not use the CommerceChanges tag (+1) instead of the CommerceModifiers tag (+1%
)? IE we already have the mechanism available. Someone just needs to check to see if it works as expected by changing the XML tags.
edit @Thunderbrd I can only find CommerceChanges for techs not for bonuses.
Still will get questions from people who play other mods asking why it is different etc. Not only that but the tag will no longer do what it says it does in the Modiki, so you will confuse modders as well! IMO Just use a different tag and leave the one that is there as it is.
This modcomp allows to modify the output of beakers, gold, culture and espionage of buildings relatively by certain resources, similiar to the already existing BonusYieldModifiers, that does this for food, production and commerce. All changes in the code are marked with "BCM". As examples the market, grocer and bank have their gold output increase modified by some resources.
AH... yeah, ok, so I thought it was being stated that we can't have a building give a flat 'change' value at all, not one that was based on a given bonus.That will just cause lots of bug reports as people do the math and see that they have 3 buildings that add 1% but only get 1% not the 3% they expect.
As Tbrd says why not use the CommerceChanges tag (+1) instead of the CommerceModifiers tag (+1%
)? IE we already have the mechanism available. Someone just needs to check to see if it works as expected by changing the XML tags.
edit @Thunderbrd I can only find CommerceChanges for techs not for bonuses.
I think I agree with you on this ls612 but I also agree with DH in that such tags should keep to basic assumability on the way they function. For example, it'd be kinda messed up if we had a tag that gave +1% Research for each source of bonus available in the city (rather than what we have which I believe is +1% if a source of the bonus was available at all). These kinds of simple adjustments to function can open up so many differing effects that words and terms start to lose some value and they just get confusing to further modding efforts, even though they may seem like a great idea at the time they're made. Perhaps better to try first to stay within the realm of the tags and the effects they currently have than to overexpand our functionality into the confusing zone.But making a new tag will mean so much unnecessary copy-pasting in the XML. And besides, since when have we been too concerned about making something work differently from vanilla?![]()
Here is BonusCommerceModifier. Coded by SaibotLieh.
http://forums.civfanatics.com/showthread.php?t=341521
It's gimpy but I s'pose you could have an autobuilding that emerges to add the +1 (or whatever) that emerges when the prerequisite building (like a jeweler for example) is in the city and the city has access to the bonus. In this way we COULD get around the factor of not having the tag at the moment.