Property Pseudobuildings Statistics - productivity and property modifiers.

raxo2222

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Purpose of this thread is being reference table for property pseudobuildings.
Under Crime Pseudobuildings you can find all crimes and unsanctioned buildings.
Under Environmental Pseudobuildings you can find all Disease/Pollution/Pests pseudobuildings.
I listed pests here, even though they aren't property pseudobuildings.
 

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EDIT: Below is Raxo's updated file for the Disease section that shows the new losses in :food::hammers::gold: in percentages and the Totals for each column. All columns stack. The more Diseases allowed the more loss in :food::hammers::gold: and the more :yuck: and :mad:.

I expanded that to show effects of other property pseudobuildings.
That is Crime, Air/Water Pollution and Pests.
Now you can see change to every yield [:food::hammers::commerce::gold::science::culture::espionage::gp:] - both normal +yield and +%yields.
Also you can see how they affect other properties.

For example Crime, Disease and Pollution destroys Tourism.
Also Pollution and Pests increases Disease.
 
I updated crime and environment property pseudobuildings list to be more readable.
Also I listed totals of worst case property mismanagement.
Added river and water tile reductions for pollutions.

Some interesting things: If you let crime/pollution out of control in single city, then all cities will get -11 :mad: (depends on techs)/ -7 :yuck: respectively.
If you let disease out of control, then :food:/:hammers:/:commerce: yields will get -75%/-97%/-70% reduction of yield.
Unhealth/Unhappiness from diseases is much more punishing: Max values are -76:yuck: / -82 :mad:
That is what Joseph did to diseases. All that +health and +happiness buildings are more useful now.
Now you have to watch out for disease not just animals in Prehistoric and later eras :mwaha:

Due to nonlinear nature of % modifiers (% modifiers from all sources are added to each other) more developed cities with certain resources, civics and traits cope better with -% modifiers from properties.
That is if total % modifier without property pseudobuildings is at 200%, and you have -50% from properties, then base productivity still is increased by 150% (total %modifier is at 150%).
In case of total % modifier of 0 from everything except property pseudobuildings, you would get -50% final productivity modifier.
 
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