Multiplicative values needed
Published on Sunday, May 5, 2024 By
Every percent value in the game is addictive, but several are balanced as if they are multiplicative and end up being a fraction of the value advertised.
Let's take warrior for example. 10% more damage on all weapons. That's not a terrible for a civ that wants to be aggressive. But, reading this I'd expect it to be 10% of the final value, not an additional 10% added to a surprisingly large list of other percent bonuses.
Ultimately, a race with warrior isn't doing 10% more damage. As the game progresses this gets watered down to 5% or even lower. The additive value isn't giving the oomph I'd expect from an ability that's supposed to be defining a civs play style.
The economic trait "rich" is another example even more pronounced. You are not making 10-15% more income from this civ trait. It's more like...1%. There are a myriad of percent bonuses that this gets added onto, and ultimately the ability just isn't working as advertised.
Economic Starbases are another. The base production of a planet is not very high. The final value is derived from many many sources of percent-based bonuses. Building a Starbases and paying upkeep to add 10-15% more production does almost nothing. But if we make that 10-15% multiply the final value instead, suddenly they mean something.
Using multiplicative values in these instances, and likely others, would make certain bonuses more consistent throughout the game, rather then being strong early and falling off into a footnote once the game gets going.