Early game unhealth is worse than you think

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omniclast

Prince
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Aug 27, 2014
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Noticed this in recent game - unhealth penalty calculation penalizes early city spam. Here's how:

Say you have 3 cities, each with an old earth relic, and -5 health (and you didn't get artists). Note that the -10% penalties round up to nearest 1 yield when you have less than 10 cpt ...makes sense to make sure you actually get a penalty, right? So you'd expect that your culture output would look like this:

(2 cpt x 3 relics) + 1 cpt for palace = 7 cpt -10% = 6 cpt

but instead you get this:

(2 cpt -10%) + (2 cpt - 10%) + (3 cpt -10%) = 4 cpt

...so your effective penalty is actually 42%. This is because the penalty is actually -10% in EVERY CITY, not -10% to global output. So for any city making less than 10 cpt you are getting hit a lot harder than you would expect. This effectively punishes small, crappy cities with unhealth more than a few tall cities with unhealth.

As the game goes on, and you start making substantially more culture per turn, the rounding becomes less significant and the -10% per city penalty will start to look like a -10% global. But at the beginning of the game when virtues are less than 100 culture, that difference between 6 cpt and 4 cpt is pretty substantial.
 
There's already a thread about this:
http://forums.civfanatics.com/showthread.php?t=536948

Consent is pretty much: Yeah, that sucks, but doesn't really matter when you compare it to the bonuses you get from blasting out an empire 5 times faster than the AI does.
 
Moderator Action: Please use the above linked thread over in General Discussions on the same topic.
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