Wandering_Dandelion
Chieftain
Here are the details:
1. Consider a production 5/65 for an archer, and assume that chopping gives us 50 production.
2. Without Agoge policy card (+50% production towards archers), chopping changes the city production of this archer to 55/65. This is obvious.
3. Now if Agoge card is applied, chopping will complete the archer for sure but ZERO additional production for the next unit/building/district in GS. We think this is a bug.
4. Notice that in the previous RF expansion, this chopping process will give 50*(1+50%)-(65-5)=15 production for the next one. When Ed said they fixed the chopping overflow in GS, we thought it works as follows: 40 out of 50 chopping applies on the archer production. Those 40*(1+50%) (Agoge card) finish the current archer and the remaining 10 out of 50 production would be saved for the next. However, it is not 15 (RF), not even 10 (reasonable value) but 0.
In general, we define x as the remaining production (in the above example x=65-5=60), y as the chopping production (50 in this case) and a as the production amplified factor (50% towards archers in this case). We found that:
i. if y>x, chopping will complete the current production and y-x remaining. (which is also wierd, it should be y-x/(1+a) )
ii. if (1+a)*y>x>y (the above example), chopping will complete the current production and ZERO remaining.
iii. if x>(1+a)*y, chopping works normally that all (1+a)*y will apply on the current production and x-(1+a)*y more production is needed to finish it.
That means that when we finish a project, the last part of this project before we finished will not be effect by any policy or UA. Due to this bug, even when you train same units in a city by chopping, the production that the trees provide are not the same. I think the overflow in GS is just as fantastic as it in RF, and the most scientific formula is that in CIV4.
Though chopping is OP, I think the best way to solve it is reducing the profit of the chopping, not making a new problem.
1. Consider a production 5/65 for an archer, and assume that chopping gives us 50 production.
2. Without Agoge policy card (+50% production towards archers), chopping changes the city production of this archer to 55/65. This is obvious.
3. Now if Agoge card is applied, chopping will complete the archer for sure but ZERO additional production for the next unit/building/district in GS. We think this is a bug.
4. Notice that in the previous RF expansion, this chopping process will give 50*(1+50%)-(65-5)=15 production for the next one. When Ed said they fixed the chopping overflow in GS, we thought it works as follows: 40 out of 50 chopping applies on the archer production. Those 40*(1+50%) (Agoge card) finish the current archer and the remaining 10 out of 50 production would be saved for the next. However, it is not 15 (RF), not even 10 (reasonable value) but 0.
In general, we define x as the remaining production (in the above example x=65-5=60), y as the chopping production (50 in this case) and a as the production amplified factor (50% towards archers in this case). We found that:
i. if y>x, chopping will complete the current production and y-x remaining. (which is also wierd, it should be y-x/(1+a) )
ii. if (1+a)*y>x>y (the above example), chopping will complete the current production and ZERO remaining.
iii. if x>(1+a)*y, chopping works normally that all (1+a)*y will apply on the current production and x-(1+a)*y more production is needed to finish it.
That means that when we finish a project, the last part of this project before we finished will not be effect by any policy or UA. Due to this bug, even when you train same units in a city by chopping, the production that the trees provide are not the same. I think the overflow in GS is just as fantastic as it in RF, and the most scientific formula is that in CIV4.
Though chopping is OP, I think the best way to solve it is reducing the profit of the chopping, not making a new problem.
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