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[1.07.01] Corporation control increases ignored outside capitol?

 
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[1.07.01] Corporation control increases ignored outside... - 1/13/2021 9:11:06 PM   
Soar_Slitherine

 

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In my ongoing game started in v1.06.14, I've controlled two cities for a while, and having focused on the Commerce profile since the start of the game, I've been keeping an eye on what my corporation is doing. Their control in my capitol has been stuck at 22% due to the governor's interference, but according to the corporation reports, in my second city, they've built light industry (which was supposed to give +5% control according to the report) and occasionally tried to buy control. The problem is that no corporate control points in the second city have ever appeared, so the corporation appears to have wasted a bunch of its money, and I'm concerned that their inability to expand their income will limit their ability to construct additional industry for me in the future.

EDIT: I noticed that this occurred in a reproduction savegame that I was going to send in for unrelated issues anyway, so I've now sent a reproduction case for this via email.

< Message edited by Soar_Slitherine -- 1/13/2021 9:41:03 PM >
Post #: 1
RE: [1.07.01] Corporation control increases ignored out... - 1/13/2021 11:11:06 PM   
zgrssd

 

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I think the main purpose of the corporation is to shift every leaders and factions profile towards commerce and the whole "being Board Member" bonuses.

If anything, Corporate control is a giant downside - it drains money from the Private Economy and causes direct happiness penlaties.

(in reply to Soar_Slitherine)
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RE: [1.07.01] Corporation control increases ignored out... - 1/14/2021 2:26:07 PM   
Vic


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It must be the Anima Cult that is reducing corporate control.

best wishes,
Vic

< Message edited by Vic -- 1/14/2021 2:28:26 PM >


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(in reply to zgrssd)
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RE: [1.07.01] Corporation control increases ignored out... - 1/14/2021 6:39:31 PM   
Soar_Slitherine

 

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Darn sneaky cultists interfering with my military-industrial complex. Is this effect of the cult actually logged anywhere? I don't see it in the cult report or the cult tab for the zone, or in the corporation report or the zone report. If it's in the corporate control tab for the zone, it seems it won't be visible to the player if the cult wipes out the corporate control right away.

(in reply to Vic)
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RE: [1.07.01] Corporation control increases ignored out... - 1/14/2021 7:22:35 PM   
zgrssd

 

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quote:

ORIGINAL: Soar_Slitherine

Darn sneaky cultists interfering with my military-industrial complex. Is this effect of the cult actually logged anywhere? I don't see it in the cult report or the cult tab for the zone, or in the corporation report or the zone report. If it's in the corporate control tab for the zone, it seems it won't be visible to the player if the cult wipes out the corporate control right away.

I saw the effects of the Shadow Cult listed in the Cult precentages view of the City once. Maybe it is there as well?

(in reply to Soar_Slitherine)
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RE: [1.07.01] Corporation control increases ignored out... - 1/14/2021 9:15:05 PM   
CharlieLine

 

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quote:

ORIGINAL: Soar_Slitherine

In my ongoing game started in v1.06.14, I've controlled two cities for a while, and having focused on the Commerce profile since the start of the game, I've been keeping an eye on what my corporation is doing. Their control in my capitol has been stuck at 22% due to the governor's interference, but according to the corporation reports, in my second city, they've built light industry (which was supposed to give +5% control according to the report) and occasionally tried to buy control. The problem is that no corporate control points in the second city have ever appeared, so the corporation appears to have wasted a bunch of its money, and I'm concerned that their inability to expand their income will limit their ability to construct additional industry for me in the future.

EDIT: I noticed that this occurred in a reproduction savegame that I was going to send in for unrelated issues anyway, so I've now sent a reproduction case for this via email.


Where did you learn about this interaction between assets and corporate control?

(in reply to Soar_Slitherine)
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RE: [1.07.01] Corporation control increases ignored out... - 1/14/2021 9:48:27 PM   
Soar_Slitherine

 

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Under Reports -> Overviews -> Detailed Overviews, there's a corporation report that logs what they did that turn. If they constructed an asset, it will include that along with a note about it increasing their control over that zone (they can build either Light Industry or Private Labs depending on whether their Fist or Mind profile is higher).

(in reply to CharlieLine)
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RE: [1.07.01] Corporation control increases ignored out... - 2/3/2021 2:56:58 PM   
Soar_Slitherine

 

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Still seeing this issue without the Anima Cult around. I do have the Eternity Cult, are they supposed to suppress the corporation too? I sent some feedback earlier via email about the crime syndicate constantly messing with the corporation as well - it really feels like the corporation's expansion is currently too easily crippled by random other stuff that happens to be going on.

(in reply to Soar_Slitherine)
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RE: [1.07.01] Corporation control increases ignored out... - 2/4/2021 8:25:16 AM   
Vic


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Next open beta will make some fixes here. eta monday.
Thanks for your save game, well spotted!

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(in reply to Soar_Slitherine)
Post #: 9
RE: [1.07.01] Corporation control increases ignored out... - 2/4/2021 8:49:26 AM   
Soar_Slitherine

 

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Great! Looking forward to it.

(in reply to Vic)
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RE: [1.07.01] Corporation control increases ignored out... - 3/25/2021 10:17:42 PM   
Soar_Slitherine

 

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quote:

ORIGINAL: Vic

It must be the Anima Cult that is reducing corporate control.

best wishes,
Vic

I just noticed that the corporation control in my capitol in a PBEM game started in version 1.07.07 (the one that incorporated the corporation-related fixes) dropped from 13% to zero in one turn. Presents cults are the Anima Cult at 13% following and the Eternity Movement at 28%.

Firstly, I want to point out that there appears to be absolutely no way for a player to find out why that is happening, expect by reading this forum thread - if it's supposed to be logged in the corporate subtab of the zone tab, that subtab disappears when corporate control falls to 0 so the player can't see that, and there's no mention of it in any other log or report that I could find.

Secondly, if something like this happens to the corporation early on, the whole asset-building feature of their story module will be irrelevant for the rest of the game. They are slow to build up enough credits to build assets at an useful rate even if they suffer no setbacks. I've been deliberately trying to make use of this feature of the Commerce profile for several games now with little to show for it - the corporation's expansion shouldn't be completely crippled just because the random number generator caused the wrong cult to merely exist.

(in reply to Vic)
Post #: 11
RE: [1.07.01] Corporation control increases ignored out... - 3/25/2021 11:27:43 PM   
BlueTemplar


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Well, Cults can be pretty impactful :
- Eternity Movement causes assets to be delayed by 1 turn (and might also effectively significantly reduce the production of items produced in small batches, for instance going from 1 to 0 Radioactives for Soil Demetalization lvl 1 - shouldn't this be randomly weighted instead ?)
- Church of Syndic siphons private credits. I *think* that this is way worse than it looks like as a penalty, because, unlike for salaries that 100% go back into the private economy (and that you can tax again), these credits are probably just "destroyed" ? OTOH their Priest is very strong, with that doubling of 3 subunit HP (and even quadrupling for lone subunits like Sentinels ?!).

So in comparison, is the Anima Cult so much worse, if it only affects the Corporation ?
Have you been Persecuting it ?

I guess that one issue is that cults spread *extremely* fast : I just conquered a city with the Shadow Cult, and in the 3 rounds that it took to Suppress then Persecute them, they somehow managed to spread to 11% of the populace of my other 2 cities, despite NO populace movement between the conquered ones and them !
(And maybe that you have no way to find out which city has which cult in advance, and have no way to "persecute them in advance" ?)

< Message edited by BlueTemplar -- 3/25/2021 11:29:54 PM >

(in reply to Soar_Slitherine)
Post #: 12
RE: [1.07.01] Corporation control increases ignored out... - 3/26/2021 2:34:11 AM   
Soar_Slitherine

 

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quote:

ORIGINAL: BlueTemplar
and might also effectively significantly reduce the production of items produced in small batches, for instance going from 1 to 0 Radioactives for Soil Demetalization lvl 1 - shouldn't this be randomly weighted instead ?)

I'm pretty sure I read it already works that way. At low resource amounts, it's supposed to have a percentage chance to prevent resource production for the turn.

quote:

ORIGINAL: BlueTemplar- Church of Syndic siphons private credits. I *think* that this is way worse than it looks like as a penalty, because, unlike for salaries that 100% go back into the private economy (and that you can tax again), these credits are probably just "destroyed" ?

More private credits beyond a certain point are largely just wasted anyway unless you can play Emergency Tax, since the private economy is strictly limited in the production buildings it can build. The corporation's ability to build assets could actually really help the Commerce profile out here, since they have the ability to take private credit income from already developed cities through corporate control and invest it in ones that don't have their buildings yet, but in my games it has never really worked because they need to have credits in the first place to do that and their expansion keeps getting crippled by random crap.

< Message edited by Soar_Slitherine -- 3/26/2021 2:36:00 AM >

(in reply to BlueTemplar)
Post #: 13
RE: [1.07.01] Corporation control increases ignored out... - 3/26/2021 8:52:38 AM   
BlueTemplar


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quote:

I'm pretty sure I read it already works that way. At low resource amounts, it's supposed to have a percentage chance to prevent resource production for the turn.

I mean that if the production *is* lowered by the Eternity Movement, it shouldn't do that (and neither should any other causes lowering production under 100%), but, just like with Profile suppression, if there's, say, 96% production, then you should still get 96% chances of generating that Radioactive item !

----

In my experience, if you support the Church of Syndic, then unless you start to massively dump credits into the private economy, the private economy is going to be pretty much unable to find the credits to even make new buildings.
But since they're Governement-aligned, you'll probably be also running Antitrust Ops against your Corporation, rather than supporting it !
So two radically different playstyles - I was only trying to point out that Cults could have radical effects, not that you would both support your Corporation *and* the Church of Syndic.

(in reply to Soar_Slitherine)
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