Info on Next Patch

but 33 is nearly 1/3? If you divide 100 into three equal groups it'd be 33.3(repeating)?
Math was not my strong suit (hell, I had to quit college because of algebra). So I could be entirely mistaken :p
 
If they make Napoléon go more often for Cultural Victory, I guess this will mean he will be much weaker after the new patch - probably having only 4 or 5 cities and avoiding conquest like the plague... :lol:

Cheers!

Mad Hab
 
33% != 1/3. The developers can't stop people from assuming the calculations are incorrect if they don't know how fractions work.
It may not exactly equal 1/3, but it's an awfully strange percentage to choose if you don't want to imply exactly 1/3. If it's purposefully less than 1/3, call it 30%.

The point, though, isn't the 1/3. It's that the programmers are obviously using integer math with values and fractions that aren't conducive to that system. I think most people expect rounding, not flooring.

3 * .33 = .99, which floored is 0, not 1. Even if the math is correct, it's either deliberately or unintentionally misleading. Personally, I haven't seen any compelling reason for it to be designed that way, which leads me to think it's a mistake.
 
Yes, I've tried to be careful to emphasise each time that quickspeed is the speed most affected by this micromanagement. I've emphasised that when it's typical to be researching techs in only a few turns each time (e.g. 4 or 5), the effect of saving a turn on a tech is huge..

Interesting then, that without beaker overflow, it might take longer to play a quick game (need for micro) than an epic game (micro deemphasized)
 
33% != 1/3. The developers can't stop people from assuming the calculations are incorrect if they don't know how fractions work.

Yes they can.

If they make their calculations more intuitive/sensible then noone(well there is always someone) will assume the calculations are incorrect.
 
We've established that it needs to be fixed...

Not really. There are plenty of us who see this as a feature, not a bug.

When a team of chemists finish their experiments and write their dissertations, they’re not going to send their leftover data to the École Militaire to jump start those guys’ research.
 
I like the foreign trade routes suggestions (tho I'd expect large changes like that in an expack). A bit of a pity the thread seems to be stuck on a couple of other small problems tho.
 
Not really. There are plenty of us who see this as a feature, not a bug.

When a team of chemists finish their experiments and write their dissertations, they’re not going to send their leftover data to the École Militaire to jump start those guys’ research.
Real life examples have nothing to do with this. Secondly, even if we bring in real life, real life is day by day and isn't measured in turns. And finally, "plenty of us" can't be measured.


No beaker overflow leads to a micromanagement so large that it dwarfs almost every other decision that you can make in the few turns leading up to the tech. It can lead to a tech or two difference in 20-30 turns. It is not fair to ask the player to make such a small difference to their empire that would lead to such a massive change in how fast they tech. Why should I have to perform paper napkin math 3 turns before a new tech just so I know if I'm going to waste a lot of beakers? If I don't do that math, I could lose up to a turn of teching. PieceOfMind said all of this before in a much more example filled way than I did, as you've read.

I don't think there's a single person that pays attention to beaker overflow and finds that micromanagement fun. I think there's a section of players that find it necessary and hate doing it, and I think the rest just don't care either way or even notice.
 
Not really. There are plenty of us who see this as a feature, not a bug.

Sorry but you're missing the point. The question isn't whether or not there should be waste, because MM eliminates the waste. The question is should there be MM. Overflow eliminates the MM.
 
I wish the rest of you would add the need for a counterbalance when talking on and on about adding overflow to reduce micromanagement. One should not be done without the other.
 
I wish the rest of you would add the need for a counterbalance when talking on and on about adding overflow to reduce micromanagement. One should not be done without the other.

GameSpeedInfos.xml

For quickspeed, change
<ResearchPercent>67</ResearchPercent> to something a bit higher. Done.

At normal speed, and the slower speeds, much less change is required, if at all.

As for my first suggestions:

Quick: 67 to 80.
Normal: 100 to 105
Epic: 150 to 152
Marathon: 300 to 302 (:lol: really is this even worth changing?)
 
I don't think there's a single person that pays attention to beaker overflow and finds that micromanagement fun. I think there's a section of players that find it necessary and hate doing it, and I think the rest just don't care either way or even notice.

Hehe, you should visit the HOF then. :D
 
Not really. There are plenty of us who see this as a feature, not a bug.

When a team of chemists finish their experiments and write their dissertations, they&#8217;re not going to send their leftover data to the École Militaire to jump start those guys&#8217; research.
Plenty of us? WHO? :lol:

Production overflow exists, does it make any more sense for leftover parts of the worker to be applied to the pyramids?
People were irritated so much at III for having to use the sliders to minimize wastage that it was fixed in IV, it's back and even WORSE in 5

Anyone who honestly thinks this is a feature is living on another planet.

Sorry but you're missing the point. The question isn't whether or not there should be waste, because MM eliminates the waste. The question is should there be MM. Overflow eliminates the MM.
Well said. Wasn't it Sid Meyer himself that said games should be the least tedious possible?
 
Released yet? No? Ok. Cya again in 2 weeks.
*goes back to the dozens of other enjoyable games, that actually, have gameplay*
 
I wish the rest of you would add the need for a counterbalance when talking on and on about adding overflow to reduce micromanagement. One should not be done without the other.

The problem isn't that tech is too fast: it's that everything else is too slow.
 
I wish the rest of you would add the need for a counterbalance when talking on and on about adding overflow to reduce micromanagement. One should not be done without the other.

Why? If the effect can already be achieved, then the problem is user interface, not balance.
 
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