Gold and Silver resources - gems burried under the UI

Pfeffersack

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In advance, I really like that basic design of those resources compared to previous versions: Instead of a tiny local yield boost or (mainly Silver) being an abstract "luxury", both are now much more representative by having a kind of minting purpose. I feel the first time in Civ a really incentive to grab a certain settling slot, because there are precious metals. Thats a good thing...

However, the games UI does its best to confuse you about the effects and to rob you of the feeling of knowing how much coins you save when you purchase something with help of having Gold/Silver resources available:

1. It starts with the game telling you you just that item X costs sum Y Gold, but hiding how the displayed price is calculated. No tooltip about which discounts apply, not even a listing of the "base price" in the Civilopedia. Given that factors affecting price can come from multiple sources, this makes it quite hard to get behind the calculation...or to check if there is maybe a bug. Not a good starting point for Gold/Silver to come in, but it gets worse.

2. The previous point gets further compliacted by the fact that not all purchase boni are factored in the displayed gold price for purchasing - you will notice that when purchasing a factory in a factory town...the displayed price in unaffected, but you just pay less then advertised (and don't ask me how the hidden discount is calculated here...if applying the logic from the next bullet point, it is rather a "+50%"-bonus...maybe some balancing without correcting description):

FactoryTown2.jpgFactoryTown3.jpgFactoryTown4.jpg

3. The wording of the effect...I first thought that it is just a rough German translation...but it is indeed "+20% Gold to the construction". And you have to take that quite literally. It is not a flat -20% price oddly worded. No, after some testing I have a theory (if someone can verify this for higher gold resources it would be highly welcomed)...if y is the displayed price, g your number of gold resources and x what you have to actually pay, then the formula looks rougly (there is some kind of rounding happening somewhere) like this:

x = y / (1+0.2*g)

I wrote "roughly" because of some rounding happening somewhere, as e.g. for a building costing 220 Gold the price with one gold resource drops to 180 and with a 2nd to 156:

ZeroGoldResources.jpg OneGoldResource.jpgTwoGoldResources.jpg
Don't ask me why the forum software insists to switch the position of the 2nd and 3rd screenshot...just can't get them displaying in the right order :crazyeye: Moderator Action: It should be right now --NZ

4. This also answers the question whether gold ressources stack (I didn't test for Silver, but I assume the same rules applying...again, everyone is welcome to check) - the answer is yes, but with considerably diminishing returns. The first instance of gold brings the purchase price down to ~83% and with a 2nd you roughly end up with 71% gold cost, but having five "only" halves the price and ten will bring it down to 1/3.

5. A final minor complaint is the display on the ressource screen - IMO, it would be better for the empire-wide resources, if the tooltip would give up the summed effect when having multiple resources. Also, gold and silver resources being listed twice in modern age looks odd and further adds to confusion:

FactoryTown1.jpg

Conclusion: Again, I like this under the hood. Not only gets your inner greed rewarded to claim this resources, it was also taken care of balance and bringing in the concept of inflation respectively the historic "Spanish price revolution". If now only the UI would live up to this... The good news is that fixing the UI is possible and announced as being a top priority, so maybe this case will get adressed one day as well.
 
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In advance, I really like that basic design of those resources compared to previous versions: Instead of a tiny local yield boost or (mainly Silver) being an abstract "luxury", both are now much more representative by having a kind of minting purpose. I feel the first time in Civ a really incentive to grab a certain settling slot, because there are precious metals. Thats a good thing...
Yes, this is great.
1. It starts with the game telling you you just that item X costs sum Y Gold, but hiding how the displayed price is calculated. No tooltip about which discounts apply, not even a listing of the "base price" in the Civilopedia. Given that factors affecting price can come from multiple sources, this makes it quite hard to get behind the calculation...or to check if there is maybe a bug. Not a good starting point for Gold/Silver to come in, but it gets worse.
We need the non-modified and modified cost in the tooltip. Not just for purchase, also for production, techs, and civics.
2. The previous point gets further compliacted by the fact that not all purchase boni are factored in the displayed gold price for purchasing - you will notice that when purchasing a factory in a factory town...the displayed price in unaffected, but you just pay less then advertised (and don't ask me how the hidden discount is calculated here...if applying the logic from the next bullet point, it is rather a "+50%"-bonus...maybe some balancing without correcting description):

View attachment 725925View attachment 725926View attachment 725927
I think the problem here is different: the interface does not apply changes while opened. You need to close it and open it again after selecting factory town, and it should (hopefully) display the correct gold cost.
3. The wording of the effect...I first thought that it is just a rough German translation...but it is indeed "+20% Gold to the construction". And you have to take that quite literally. It is not a flat -20% price oddly worded. No, after some testing I have a theory (if someone can verify this for higher gold resources it would be highly welcomed)...if y is the displayed price, g your number of gold resources and x what you have to actually pay, then the formula looks rougly (there is some kind of rounding happening somewhere) like this:

x = y / (1+0.2*g)

I wrote "roughly" because of some rounding happening somewhere, as e.g. for a building costing 220 Gold the price with one gold resource drops to 180 and with a 2nd to 156:

View attachment 725920 View attachment 725923View attachment 725921
Don't ask me why the forum software insists to switch the position of the 2nd and 3rd screenshot...just can't get them displaying in the right order :crazyeye:
The confusing thing is that the game know both kinds of % bonuses. +% towards something (e.g., also masteries) and flat out +20% of x.
4. This also answers the question whether gold ressources stack (I didn't test for Silver, but I assume the same rules applying...again, everyone is welcome to check) - the answer is yes, but with considerably diminishing returns. The first instance of gold brings the purchase price down to ~83% and with a 2nd you roughly end up with 71% gold cost, but having five "only" halves the price and ten will bring it down to 1/3.
Thanks for checking! I naturally assumed it was like this but I never checked it thoroughly.
5. A final minor complaint is the display on the ressource screen - IMO, it would be better for the empire-wide resources, if the tooltip would give up the summed effect when having multiple resources. Also, gold and silver resources being listed twice in modern age looks odd and further adds to confusion:

View attachment 725924
That's just horrible. If you still have the save: would you be so kind to check whether 7 silver have the effect of 7 copies? Because iirc, Oil is capped at some point - it isn't +16 CS, but +8 (?).
Conclusion: Again, I like this under the hood. Not only gets your inner greed rewarded to claim this resources, it was also taken care of balance and bringing in the concept of inflation respectively the historic "Spanish price revolution". If now only the UI would live up to this... The good news is that fixing the UI is possible and announced as being a top priority, so maybe this case will get adressed one day as well.
Mods help a lot already (and you seem to use at least some). But admittedly, so far not for the issues with resources.
 
Thanks for the input @Siptah - you are correct on the issue with the factory town. I'm aware of that "interface-needs-closing-to-refresh"-thing, but probably forgot it in the moment of taking the screenshots - having now tried again and visiting another city after applying factory town prompts the correct value after coming back:

FactoryDiscountGettingDisplayed.jpg

Regarding the Silver - yes, I have the save around, but with the absence of the "true" undiscounted price and little playing experience (one complete game so far) it is hard to judge for me. If you want to check, here it is:
 

Attachments

In advance, I really like that basic design of those resources compared to previous versions: Instead of a tiny local yield boost or (mainly Silver) being an abstract "luxury", both are now much more representative by having a kind of minting purpose. I feel the first time in Civ a really incentive to grab a certain settling slot, because there are precious metals. Thats a good thing...
I totally agree, it's a great feature buried under a horrible interface - it would feel much more powerful if you hovered over it and it said Base Cost: 200 Discount for Gold(2): 156.
 
I totally agree, it's a great feature buried under a horrible interface - it would feel much more powerful if you hovered over it and it said Base Cost: 200 Discount for Gold(2): 156.
or rather
156
Base:200
Gold discount: -44
 
That's just horrible. If you still have the save: would you be so kind to check whether 7 silver have the effect of 7 copies? Because iirc, Oil is capped at some point - it isn't +16 CS, but +8 (?).
Coming back to this...according to the thread over here...


...the hammers-to-gold price ratio is fix for all units and over time in the entire game (1:4). If I take that and assuming Silver working for units exactly like Gold for, then the chances seem to be good that there is either no capping here (or the cap isn't reached by 7 Silver at least):

UnitPricesWith7Silver.jpg

7 Silver would be a "140%-to"-bonus in my book (see formula above) and I have that trait giving me 15% to any purchases from my leaders eco tree...that piles up to 155%...taking the "Landfahrzeug" (=Landship) as an example I would regularly pay 1480, but get it for 580. If I divide 1480 by 2,55 my calculator says 580.39 :)
 
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