DanQuayle
Prince
- Joined
- Oct 18, 2015
- Messages
- 550
Dynamically changing the production cost is probably not very easy to do. Changing the production modifier is very easy to do on the fly. Although, It wouldn't make players very happy to see a -90% production towards districts at the end of the gamehence it's locked on placement. And the original mechanic behind chopping calculations and it's magical overflow would have made a growing negative modifier extremely easy to circumvent. Stop being so observant of costs!
Also, afaik they haven't changed it in GS, but the multiplier that affects both districts and chop value is based on the number of techs or civics you have, not the game era specifically. It's actually:
Multiplier = 1 + 9*(max(#ofTechs/max#oftechs, #ofCivics/max#ofCivics))
In other words, it starts at 1x and as you progress down the tech or civics tree, it scales up to 10x once you researched everything in one of the trees.
Also, districts and chops aren't the only thing that scales 10x - units and buildings do too. (A heavy chariot costs 65, a modern armor cost 680. Etc) They scale in a very similar way, units are just set based on their column in the tech tree, which roughly tracks "farthest progress in either tree" that districts go with. (Ever wondered why units and buildings have costs that don't seem to correlate at all to usefulness? This is why.)
The core issue of production vs cost scaling is actually entirely localized to the post industrial eras; Because the tech tree has a roughly similar amount of techs per era, the era costs end up looking like this:
Start: 1
End of... Ancient - 2
Classical - 3
Medieval -4
Renaissance - 5
industrial - 6
Modern - 7
Atomic - 8
Info - 9
(obviously slightly rescaled but the concept is the same.) See how the costs go up essentially one unit per era? Well productivity effectively caps in the industrial era once you have industrialization (since that gives you the last mine bonus + factories+coal plants) but every era, like clockwork, costs rise. From the end of the renaissance/start of industrial to the end of the game costs almost double, but your mines, factories, and cities only get more production from the combination of population growth + unworked mines.
I am currently trying to figuring out a way to mod district costs with a hybrid model mixing previous copies and tech progression.
Indeed, with a production modifier penalty it is too easy to simply chop a building/unit with 1 turn left and complete the district avoiding the production modifier penalty altogether.