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Version .52 really does turn racial growth rates into an abstraction?

 
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Version .52 really does turn racial growth rates into a... - 6/6/2014 9:02:00 PM   
Spidey


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If races don't actually grow at the rate specified in their race files then what's the damn point of calling it a growth rate? If I can't get a growth rate 14% race to actually grow at 14% without using wonders then how does that race actually have growth rate of 14%? How does that even begin to make any damn sense?

Seriously, how is this change fixing anything in the game? The issue was that the AI stops growing colonies at 3 bil population, which means players get an advantage since we don't have to stop at 3 bil. And so you fix that by turning growth rates into theoretical numbers that can't actually be attained in the game? What's the reasoning here, Elliot and Erik?

Never mind that if I want money, I can simply order the private sector to retrofit some mining stations to something expensive and presto, sea of money. It's been that way since Universe was released but no, that's not a problem at all. Totally balanced.

I don't know if you can tell, but I'm slightly annoyed by this change. I don't see the purpose it serves, particularly not when players who don't want to zero tax can simply not do it, but I do see my number of early game options going down. And the Ugnari are hit ridiculously hard by this. They're not getting to the growth wonder anytime soon so have fun with 10% growth until you run out of cash (or exploit tech trade / civ retrofit) and get stuck with 4% growth.

< Message edited by Spidey -- 6/6/2014 10:03:27 PM >
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RE: Version .52 really does turn racial growth rates in... - 6/6/2014 9:24:12 PM   
Antiscamp


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I never zero-tax. I've never even once used that strategy. I don't think it needed to be addressed at all in the patch. It would indeed be interesting to hear the reasoning behind the changes.

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RE: Version .52 really does turn racial growth rates in... - 6/6/2014 9:40:41 PM   
Tcby


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I'd be interested to see how the figures compare on planets other than the home world. There's no question that this greatly slows down growth (because as you say, you cannot actually attain your default reproduction rate anymore) on the starting planet, but whether it also results in slower growth on later planets depends on how much 0% tax boosts the migration rate.

Obviously the benefit will be tied to how quickly you can get your home planet to a good population.

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RE: Version .52 really does turn racial growth rates in... - 6/6/2014 11:32:03 PM   
ldog

 

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Not just your homeworld, but if the AI still taxes like it always has then you should (in theory) see more migrants from other empires & independents as well. Being as I typically play like the Americans in Spaaaace (sorry, that's Tim's fault :P ) and am happy to have a diverse racial mix (or at least the ones that bring me bonuses) it might suit me, but I still don't care for this change. Of course when I see things that have been longstanding bugs still not addressed and unnecessary changes made that doesn't thrill me.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 12:15:34 AM   
deathnoise

 

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I'd also like to see these changes to be reverted to the previous state

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 12:47:22 AM   
Locarnus


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The whole wonder concept is massively skewed towards the player.

I asked for the option to mod the current wonders to national wonders.
That way the supertech races wont be able to make themselves into hypertech races forever.

Havent gotten a reply yet, so I dont know if it is considered.


@growthrates:
I m not sure if the races are eg 14% growth races or +14% growth races.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 3:20:14 AM   
Jim D Burns


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The entire notion that low taxes leads to higher birth rates is ridiculous and should be taken out of the game. Taxes should affect colony happiness, but not growth rates. High taxes should always lead to an eventual rebellion on planet if not scaled back after time. Said rebellions will work to depopulate the world, so taxes will have some effect on populations if not handled properly, but birth rates should never change unless a plague or something affects the colony.

Jim


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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 3:42:43 AM   
Buio


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quote:

ORIGINAL: Jim D Burns
The entire notion that low taxes leads to higher birth rates is ridiculous and should be taken out of the game. Taxes should affect colony happiness, but not growth rates. High taxes should always lead to an eventual rebellion on planet if not scaled back after time.


That high taxes affects colony happiness is also ridiculous, and based on capitalist thinking. But I guess, because it is an feature in almost every 4x game it is accepted as a truth.

The initial maximum rate of taxes would probably be set by cultural origins. I would rather argue that it is quick and high change in tax rate that affects happiness inside a certain timespan. An sudden increase in tax would make people irritated but over time it would lessen.

Revolution is extremely unlikely in a democratic country, even with sudden change in taxes. You would have to anchor the change with the people, or be replaced in next election. But here there are different types of government of course.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:09:42 AM   
Omena

 

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In terms of game mechanics, you really need to have some kind of feedback between taking resources from the planet and using the resources for the planet. That is the strategic choice the player makes and if it's not possible, then planetary development is effectively trivial.

Yes, taxes don't seem to really affect population growth. Nor are taxes strongly tied to actual happiness (it's more about how those taxes are used). Nevertheless, the tax-growth-feedback is one way of implementing a choice situation and it roughly works. If you want to remove it, then you need to replace it with something that performs the same function or you have just cut away a huge strategic part of the game.

As for the change for adjusting growth for low tax values: it's a balance issue. The resources (cash) your get from a colony by taxes increases roughly linearly (compliance rate decreases as taxes increase), but the growth rate functions as an exponent. This makes it hard to balance, but there are many cases where you can get "exponential" benefit from collected cash too. (Like when you use it to build an early explorer, build a wonder or protect yourself from pirates etc..) The problem is, however, that the choice of taxes-vs-growth can easily become a no-choice, if one extreme is always strongly favoured. (One choice is so strongly favoured that there really is only one choice.) This seems to be the case for having zero taxes vs having low taxes.

I think that a good balance could be achieved by making it so that on the global scale you would get the same overall growth rate ragardless of where the taxes are being collected. So having two planets with 10% taxes gets you the same total growth as having those planets with 0% and roughly 20%. This way the choice of taxes would be about local resource allocation and the total cash you need.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:52:51 AM   
Bingeling

 

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quote:

ORIGINAL: Locarnus

The whole wonder concept is massively skewed towards the player.

I asked for the option to mod the current wonders to national wonders.
That way the supertech races wont be able to make themselves into hypertech races forever.

Havent gotten a reply yet, so I dont know if it is considered.


@growthrates:
I m not sure if the races are eg 14% growth races or +14% growth races.

You can mod away the effects of wonders, can't you? I have never tried, though. Maybe it is possible with a facility that you can only build one of? A really good one? I don't know that either.

For me, wonders and characters are the only two good reasons to load up a "RoTS" game. But characters at least can be forgotten about, wonders are just too significant. But as long as I don't aim for them, it is an AI buff, and I guess that is kind of OK or something. Too bad if I conquer a colony with a wonder, though.

"Stupid taxes" that affects reproduction is a problem even if I don't exploit them. It makes taxes into one thing that I really can't do much about, but something that could influence the overall game balance. If you can't do anything about taxes without "breaking" the game, why have adjustable taxes? If it has a significant effect on migration, it opens up some strategy in the "middle game". Keep 0 tax on your low populated 95% colony, keep high tax on your low pop 75% colonies. Guide people to the more profitable world. Put a 0 tax colony at the borders of the capital world of those guys that you don't really like. Hopefully to be able to watch the passenger transports incoming from the direction of the "enemy" capital.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 7:46:56 AM   
Icemania


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In the Distant Worlds AI thread, what I requested was for the AI to better utilise existing mechanics, not to change those mechanics.

That way, if you want to play your empire with manual tax rates, you'll find the AI is not left in the dust. While if you want to play your empire with auto tax rates it remains a level playing field i.e. the proposed solution works for both groups.

quote:

ORIGINAL: Spidey
What's the reasoning here, Elliot and Erik?

Good question.


< Message edited by Icemania -- 6/7/2014 8:48:05 AM >

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 10:34:10 AM   
OzoneGrif_slith


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quote:

If races don't actually grow at the rate specified in their race files then what's the damn point of calling it a growth rate? ... And so you fix that by turning growth rates into theoretical numbers

Huh? What are you basing this statement on?

Growth rates before the fix was easily 18% with zero taxes. Now it's about 8%.
The growth rate is effectively lower.

Immigration is something else.

This fix is amazing, it removed one of the biggest incoherent exploit from the game, and turns it into a tool to fight other civilizations (by stealing their population). It's probably the best fix in the patch!

< Message edited by OzoneGrif -- 6/7/2014 11:35:27 AM >

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 10:37:36 AM   
Sithuk

 

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[Deleted post. As Ozone points out in the next post the zero tax rate policy setting is available to automatically control tax rates at zero.]

@Ozone: quite right, a zero tax rate can be set in the policy file. However, the population thresholds for the tax policies are hardcoded. I still find myself manually monitoring and checking tax rates until the population of a world is full. The tax policy isn't linked to how full a world is relative to its population capacity, only the following population bands.

0-200m
200m-2000m
>2000m

I would prefer the ability to adjust the tax thresholds based on how full a world is relative to it total population capacity. That would remove the need for the player to monitor the tax setting, world population, and world capacity frequently to optimise the grow rate and tax income trade-off.

Just to be clear, I'd like the AI to set a world's tax rate to zero to maximise the growth rate until the world's population capacity is achieved. Then to set the tax rate to the highest level which achieves a positive happiness. The issue with hardcoded population bands for setting tax level is that a world's population capacity varies depending on a number of factors. Better to have the tax band adjusted by how full a world is.

For example,
[Population/Maximum population] [tax level]
0-50% zero tax
50%-95% low tax
95%-100% high tax

< Message edited by Sithuk -- 6/7/2014 3:00:01 PM >

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 10:50:32 AM   
OzoneGrif_slith


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Did you notice that you can set "Zero" to the tax rate automation now?

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 11:07:30 AM   
Sithuk

 

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Ozone: I've amended my post #12. The zero tax policy was a step in the right direction, but didn't remove the need for manual player intervention for the reasons I've made clearer in my amended post.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 11:11:56 AM   
pasty11

 

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I dont get the maximum growth rate is X% therefore tax 0% should maximise growth rate because how else are we going to get maximum at all.

Its not logical AT ALL that low tax rate should maximise growth rate, if the game has had that relationship in the past and it has been changed that is entirely positive. If now there is no way to achieve maximum growth rate, then that means there must be progressive moves going forward to implement systems that logically relate to growth rate, not demands to a return to a completely illogical and broken system.

Also if people dont like playing the mini/max tax game, just set it to auto, and beat the AI by out strategising it, not by out microing it.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 11:30:32 AM   
Bingeling

 

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quote:

ORIGINAL: pasty11
Also if people dont like playing the mini/max tax game, just set it to auto, and beat the AI by out strategising it, not by out microing it.

I manage to play with automation, but...

- Can't manual tax, too much benefit
- Can't trade, too easy to exploit
- Can't beam for wonders, too powerful
- Can't explore manually, boo much benefit
- Can't optimize ship designs, too powerful
- Can't research manually, must take the AI detours for a level playing field.
- Better not aim for the enemy good colones early, too good.
- Better not abuse strong troop transport beneath space defenses, too cheap.

It is sad if implemented systems feel broken, so one ends up feeling they must be avoided. I don't mind automating tax, design, and exploration, though. Not every task is fun for everyone :)

The "nasty" micro management in tax is not having 0 tax, it is about reacting when war happens. The AI seems to try keep the happiness at +11, and pays attention when the war tiredness hits, and when some colony gets a bit negative modifier from war with own species.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 1:22:06 PM   
Tehlongone


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I kinda like the way population growth was changed in the patch. Makes more sense this way. Taxes should have a very marginal effect on pop growth, it should mostly be a happiness/migration attraction.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 2:23:24 PM   
Sithuk

 

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I think there are a number of different discussions going on here. Two of those discussions are summarised below.
a) Some players are questioning the game design decision to link tax, growth and happiness.
b) Some are questioning the tax AI's algorithm to manage the tax with the current game mechanic.

I've added the tax policy change I outlined in post #12 above to the master wishlist so it doesn't get lost. The recommendation deals with discussion b) above.

Might I suggest that at this point in the development cycle that Elliot will not be changing the game mechanics significantly. Perhaps we should constraint our suggestions to those which can optimise the current design mechanics as Icemania and Bingeling focus on.

I appreciate that new entrants to DW may feel frustrated at only finding the game now, but it is many years old, and DWU is the final iteration. Fundamental game mechanic changes are unlikely to be introduced and should perhaps be added to the wishlist for consideration by Erik and Elliot for DW2.

< Message edited by Sithuk -- 6/7/2014 3:27:00 PM >

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 3:12:09 PM   
Andy06r

 

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I'm new to DW - is it possible to have the Tax AI target a 100% compliance (+16) than +10?

And how does the migration work? Is it raw tax rates, or is it happiness? You can very easily make a Shandar colony with 90% taxes with the population still happy.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 3:19:39 PM   
Locarnus


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@Bingeling:
I nerfed the wonders considerably (most to half the effect or more) in my BalanceMod 0.9 update (see signature).
I ll keep a look on them, if they cant be changed to "national wonders" I might nerf them even further in the future.

@Growthrate:
I find the current growth rates better than the old ones, I prefer slower games anyway. That said, balancing is a process, of course.

< Message edited by Locarnus -- 6/7/2014 4:20:18 PM >


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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 3:53:32 PM   
ASHBERY76


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Growth rate being linked to tax was never really logical.It's the poor masses with less money that breed like rabbits.

Less tax making the planet good for migration is logical.



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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 4:04:12 PM   
Locarnus


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quote:

ORIGINAL: ASHBERY76

Growth rate being linked to tax was never really logical.It's the poor masses with less money that breed like rabbits.

Less tax making the planet good for migration is logical.



While in reality nearly all larger migration streams are from areas with low taxes (and thus nearly always less developed) to areas with high taxes (only rich people tend to migrate to lower tax areas, and there are usually not a lot of them by definition), I think with the current in game mechanics it is better than in was before.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 4:23:04 PM   
ASHBERY76


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quote:

ORIGINAL: Locarnus


quote:

ORIGINAL: ASHBERY76

Growth rate being linked to tax was never really logical.It's the poor masses with less money that breed like rabbits.

Less tax making the planet good for migration is logical.



While in reality nearly all larger migration streams are from areas with low taxes (and thus nearly always less developed) to areas with high taxes (only rich people tend to migrate to lower tax areas, and there are usually not a lot of them by definition), I think with the current in game mechanics it is better than in was before.


Not really comparable to planet scale.They have lower taxes but far less money and standard of living to the places they go to.


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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 4:47:07 PM   
Tehlongone


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quote:

ORIGINAL: Locarnus
While in reality nearly all larger migration streams are from areas with low taxes (and thus nearly always less developed) to areas with high taxes (only rich people tend to migrate to lower tax areas, and there are usually not a lot of them by definition), I think with the current in game mechanics it is better than in was before.

Only if you mean current migrations, but that's because they are moving to where the opportunities are, in Distant Worlds terms they are moving to a place with high Development despite high taxes, as their old place is filled yet still poor. Like a planet of low quality would be.

A new colony with low taxes is like a wild west scenario where you can easily make a fortune or at least dream of it. As long as the planet of origin is is mostly full a planet like that should be a huge migration magnet, but once they are there I don't see why low tax would increase growth more than a little.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 5:55:19 PM   
Spidey


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@ Jim

I agree in general principle but of course "tax rates" really is an abstraction, as there are many ways to implement taxes aside from raw income taxes, and some of those ways can certainly affect birth rates. What would be better than a simplistic relationship between taxes and population growth is a colony investment factor. A reproduction incentive factor, if you will. The question then becomes whether this is all too much complication at very little gain, but it would make more sense, IMO.

@ Buio

Quite right. But if you think about it, a great many things in this game are fundamentally based on human capitalist values. I'm not sure why a Dhayut would think exactly the same way and I'm pretty sure a hive minded Ghizurean cluster should be more like worker ants than average Americans. But hopefully we'll get there in DW2.

@ Ozone

If you check, say, Humans, you'll notice that they have a specified growth rate of 18%. This is mentioned in the galactopedia and if you check their race files, you'll also see that they're supposed to have a growth rate of 18%. The thing that makes me grumpy here is that there's no way you can ever make humans actually grow at the rate their race file says they should be growing at. So if those 18% that both the race file and the galactopedia claims as a Human growth rate are not in fact achievable, then how can we really call those 18% the Human growth rate? How does a race that can't grow with maybe 12% have a growth rate of 18%? It doesn't, does it? So now those 18% mentioned in the galactopedia and in the race file are still used to calculate the growth rate, but it isn't the growth rate.

So the end result here is that we have a completely abstracted number in the race files that really isn't a growth rate anymore but rather is an abstracted relative growth indicator, and we have a galactopedia that is now giving us outright wrong information. And the growth rates are universally slowed down, of course. Because it sure was imbalanced against all those single players out there that they could growth rush the AI, or something.

Now, you're calling this the best fix in the patch and claiming that maintaining your actual racial growth race was in fact an exploit. I'll be polite and refrain from stating in detail what I think about that comment, but let me ask you this: How can it be an exploit that I'm having a 14% growth rate with a race that is by all accounts supposed to have a 14% growth rate? What's the exploit in that?

And by the way, as I also specified initially, this really isn't the biggest exploit in the game at all. Try ordering a manual retrofit of your 50 civilian mining stations and see what happens. THAT is an exploit. Try selling a tech the AI doesn't have much use of for every last dime the AI opponent has. THAT is an exploit. Zero taxing is simply an informed decision about when to reduce growth and increase income that the AI got wrong every single time. And instead of making the AI smarter, Erik and Elliot decided to nerf the players for no particularly obvious reason.

@ Pasty

Currently the racial growth rate is not actually attainable. It's a theoretical abstract that you won't ever see in the game. I don't know what Erik and Elliot have planned, because they sure haven't told me anything about it, so all I do know is what is currently in the game. And that's what I'm reacting to.

There used to be a relationship between taxation and population growth. You can argue that it was silly but that's what was and it's still there. Now, that relationship used to be that 0% tax meant not having a growth penalty and 50% tax easily resulted in population decreases due to people moving away.

After the patch, 0% tax gives a growth rate penalty, albeit a smaller one than higher tax percentages. A race that used to be able to grow at 18%, as specified in its race file that it should, can now not in any possible, imaginable way, outside the use of wonders, reach a growth rate of 18%. The Quameno used to grow at 14%. Now they're stuck at 11% under the best of circumstances. So the race file says 14%, the galactopedia says 14%, but actually the Quameno are now an 11% race, though you won't now unless you've tested it. And once you start taxing, the rate drops to 4% or so. Maybe 5%.

What I'm trying to say here is that the problem isn't fixed. The system isn't more sensible now. The AI hasn't become any smarter or any less at a disadvantage. The system is simply nerfed. Instead of fixing the AI issue that a few people mentioned, they made the advantage of zero taxing smaller. And the system is now arguably even more senseless, because there's still a fairly amusing relationship between growth and tax rates, but now there's even a growth penalty at zero taxes, and the very thing they're calling a "growth rate" in the files is now no longer the actual growth rate said race can potentially achieve, which is a nice way to make things even less comprehensible than they were previously.

@ Tehlongone

That's a fair view to have but then why is there still a penalty to growth at 0% tax rates? Why are all growth rates universally slowed down? Why do the growth rates seen in the game no longer match the growth rates in the race files?

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:03:30 PM   
buglepong

 

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quote:

ORIGINAL: Spidey

Try ordering a manual retrofit of your 50 civilian mining stations and see what happens.

huh? now i'm curious. What actually happens?

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:15:23 PM   
Spidey


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You get money. Lots of money. What I'm pretty sure used to be the case is that if you ordered civilians to upgrade their stuff, you'd have to also pay for it yourself. What happens now is that you order them to upgrade, the game tells you how much it will cost, and then you get that money added to your stockpile.

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:18:04 PM   
Andy06r

 

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If you order a civilian refit they will commission the upgrade. They pay you, the state, to do this.

You could pork up private ships and stations with things they don't need and then bilk the private sector for their cash. This will increase their maintenance coats (money lost) and make it harder to buy new ships, but it injects money into the system.

Corporate Nationalists and Utopian Paradises van also confiscate the private sector cash directly through tax rates. The utopians will gladly do it, too.

The two "exploits" interact. Zero tax to get huge (unintended?) growth and then refit the civilians to reclaim the money you didn't tax. Now this feedback loop is closed

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RE: Version .52 really does turn racial growth rates in... - 6/7/2014 6:22:07 PM   
ASHBERY76


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quote:

ORIGINAL: Spidey

You get money. Lots of money. What I'm pretty sure used to be the case is that if you ordered civilians to upgrade their stuff, you'd have to also pay for it yourself. What happens now is that you order them to upgrade, the game tells you how much it will cost, and then you get that money added to your stockpile.


I have never noticed that.But if its true that is called a bug.

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