BlueTemplar
Posts: 887
Joined: 4/29/2010 Status: offline
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quote:
ORIGINAL: zgrssd That asset has a -45% from Logistics issues. If you want to figure out any math, the last thing you want is additional modifiers. Because then you have to ask in wich order they are applied and if multiplicative/compounding or additive. Generally, I would agree with that, but in this case it's not an issue because we already have the detailed math ! And it's pretty clear that it's multiplicative, what would be the chances of getting exactly the same result with a different calculation ? (And on two separate instances, including the previous one that I haven't detailed, and which had Administrative Strain instead of a Logistic malus.) Furthermore, you can see that the logistic malus is multiplicative as well : 120*(1-0.45)*1.74 = 114.84 quote:
ORIGINAL: zgrssd And it could be that 12% bonus is part of the overall Skill Roll Bonus. 55% Bonus, 12% from the Relation Modifier to the Skill Roll. This seems unlikely, considering that, again, 1.12*1.55 = 1.736 which is almost exactly the 74% that I see. quote:
ORIGINAL: zgrssd [Quoting manual.] Thanks, but you missed the most relevant ones : quote:
4.4.5. leader bonuses and skIlls [...] For Governors, the Relation Score impacts Public Resource production levels with up to +25% or -25% (but not other items like BP or Private Items). (Though now I'm suspecting that the manual is obsolete and this has been changed to [-30%;+30%].) quote:
5.3.7. Governor [...] Absence of a Governor Not having a Governor will cause some administrative chaos and consequently a -50% penalty on production of Public Assets. However, it will not impact the Private Economy. quote:
ORIGINAL: zgrssd Same Metal Mine with a new Goernor: "Governor modifies Resource Production by +3% (Relations Modifier +3%)" Relations with new leader was 56% Skill Roll for mining was 83 (under 100, so no bonus). Another City, Private Dome farm: +17% Bonus, Relationship Bonus +17% Relations: 80 Agriculture Roll of 41 (below 100, no bonus). So there is no question: Relationship bonus is part of the overall bonus, not a seperate figure. And only skill rolls past 100 mater for Skill bonuses. I guess that we agree then ? (But how are the bonuses from skill rolls over 100 calculated ?) ---- I *knew* there was something about a scavenging bonus in the back of my mind, but Vic got there first : http://www.matrixgames.com/forums/fb.asp?m=4974000 quote:
ORIGINAL: Vic Bonus comes from the adjacent other Ruins south of your Asset. The more ruins around the more productive the scavenging. see 5.5.2.4 in the manual 'rich scav rules' quote:
5.5.2.4. sCavenGInG rules You can find scavengeable Items in Ruins Hexes. Build an appropriate Asset in such a Hex and you can extract Items as long as Scavenge Points remain in the Hex. Rich Scavenging Area Rule You’ll get +25% extra Scavenge Items for each scavengeable Hex directly around the Assets Hex and +10% for such Hexes at range 2. But this means that there might be a bug in my game. My example above was with : - 1 almost but not quite depleted scavenging hex in range 1 : "0k" scavenge points, "Reduced availability of scavengeable items in hex gives modifier of -93%". Now maybe this one counts for 0% or 7% of +25% extra scavenging, so might not be "noticeable" in the math. But what about the - 1 scavenging hex in the city with a Scavenging Community on it ? This one *should* give a range 2 +10% bonus ! (And it should *also* receive at least a range 2 +10% bonus, but I can't check, because my Capital is set to Unincorporated, so isn't producing any Private Items as Private Asset Due.)
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