Do I have a problem?
Naselus: Go check the files. The arbitration center and the Enlightenment temple are not faction wide and do not provide multipliers to raw output in the respective categories. The Enlightenment temple is really just a super powered, (as in better than double), Innovation complex and the Arbitration Center, whilst it does provide a flat bonus, does not provide a separate multiplicative bonus, does not get a non-standard adjacency multiplier. You can't stack it in the same fashion as the death furnaces bonus. The death furnace is broken balance wise in comparison to bot, neither comes close to the same level of benefit. They're both much more powerful than anything else you can get in the same slot for the same target. the arbitration center at absolute best gives something like a 55% boost over and above the previous influence output, and the Temple won;t even do that much for research. he death furnace is a minimum 50% increase, realistically a minimum 110% increase if you encase it in factories over and above the previous score. there's simply no comparison between the three. The death furnace matches or exceeds their best performance on a bad day and laughs all over it on a middling day. On it's best day it makes them look irellevent.
Erm no, he had to explain it once. The key point was he never sat down and stated prior to me discovering it that they actually had different mechanical modifier types for adjacency in the game code. i had to figure that out the hard way for myself. To be fair he probably thought it wasn't necessary but that's a typical communication SNAFU.
Hell here's the relevant chunks of code:
With similar buildings to compare the modifier types.
Temple
<Improvement> <InternalName>TempleofEnlightenment</InternalName> <DisplayName>TempleofEnlightenment_Name</DisplayName> <ShortDescription>TempleofEnlightenment_ShortDec</ShortDescription> <Description>TempleofEnlightenment_Dec</Description> <Icon>TempleofEnlightenment.png</Icon> <BuildIcon>TempleofEnlightenment_Build.png</BuildIcon> <ListIcon>TempleofEnlightenment_Icon.png</ListIcon> <ImprovementType>Approval</ImprovementType> <PlacementType>ResearchUnique</PlacementType> <IsPlayerWonder>true</IsPlayerWonder> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>202</Value> </Stats> <Stats> <EffectType>CulturePerTurnBenevolent</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Stats> <Stats> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>2</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>2</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Research</GiveBonusToNeighborType> <NeighborBonusValue>3</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Culture> <Option>EnlightenmentTrait3</Option> </Culture> </Prerequ> </Improvement>
Research Lab for Comparison
<Improvement> <InternalName>ResearchLaboratory</InternalName> <DisplayName>ResearchLaboratory_Name</DisplayName> <ShortDescription>ResearchLaboratory_ShortDec</ShortDescription> <Description>ResearchLaboratory_Dec</Description> <Icon>ResearchLaboratory.png</Icon> <BuildIcon>ResearchLaboratory_Build.png</BuildIcon> <ListIcon>ResearchLaboratory_Icon.png</ListIcon> <ImprovementType>Research</ImprovementType> <PlacementType>Research</PlacementType> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>30</Value> </Stats> <Stats> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.25</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>0.25</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>Research</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Research</GiveBonusToNeighborType> <NeighborBonusValue>1</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Techs> <Option>ColonizationTech</Option> </Techs> </Prerequ> </Improvement>
Arbitration
<Improvement> <InternalName>ArbitrationCenter</InternalName> <DisplayName>ArbitrationCenter_Name</DisplayName> <ShortDescription>ArbitrationCenter_ShortDec</ShortDescription> <Description>ArbitrationCenter_Dec</Description> <Icon>OutreachGroup.png</Icon> <BuildIcon>OutreachGroup_Build.png</BuildIcon> <ListIcon>OutreachGroup_Icon.png</ListIcon> <ImprovementType>Influence</ImprovementType> <SecondaryType>Tourism</SecondaryType> <PlacementType>InfluenceUnique</PlacementType> <IsPlayerWonder>true</IsPlayerWonder> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>45</Value> </Stats> <Stats> <EffectType>CulturePerTurnNeutral</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Stats> <Stats> <EffectType>InfluencePerTurn</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Flat</BonusType> <Value>0.5</Value> </Stats> <Stats> <EffectType>Tourism</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>1</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>0.5</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>InfluencePerTurn</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats> <LevelEffectStats> <EffectType>Tourism</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.1</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Wealth</GiveBonusToNeighborType> <NeighborBonusValue>2</NeighborBonusValue> </NeighborBonuses> <NeighborBonuses> <GiveBonusToNeighborType>Influence</GiveBonusToNeighborType> <NeighborBonusValue>2</NeighborBonusValue> </NeighborBonuses> <NeighborBonuses> <GiveBonusToNeighborType>Tourism</GiveBonusToNeighborType> <NeighborBonusValue>2</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Culture> <Option>NegotiatorTrait3</Option> </Culture> </Prerequ> </Improvement>
Consulate for Comparison
<Improvement> <InternalName>Consulate</InternalName> <DisplayName>Consulate_Name</DisplayName> <ShortDescription>Consulate_ShortDec</ShortDescription> <Description>Consulate_Dec</Description> <Icon>Consulate.png</Icon> <BuildIcon>Consulate_Build.png</BuildIcon> <ListIcon>Consulate_Icon.png</ListIcon> <ImprovementType>Influence</ImprovementType> <PlacementType>Influence</PlacementType> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>30</Value> </Stats> <Stats> <EffectType>InfluencePerTurn</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>0.25</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>InfluencePerTurn</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Influence</GiveBonusToNeighborType> <NeighborBonusValue>1</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Techs> <Option>CommunicationsTech</Option> </Techs> </Prerequ> </Improvement>
Furnace
<Improvement> <InternalName>DeathFurnace</InternalName> <DisplayName>DeathFurnace_Name</DisplayName> <ShortDescription>DeathFurnace_ShortDec</ShortDescription> <Description>DeathFurnace_Dec</Description> <Icon>FleshFurnace.png</Icon> <BuildIcon>FleshFurnace_Build.png</BuildIcon> <ListIcon>FleshFurnace_Icon.png</ListIcon> <ImprovementType>Manufacturing</ImprovementType> <PlacementType>ManufacturingUnique</PlacementType> <IsPlayerWonder>true</IsPlayerWonder> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>202</Value> </Stats> <Stats> <EffectType>CulturePerTurnMerciless</EffectType> <Target> <TargetType>Faction</TargetType> </Target> <BonusType>Flat</BonusType> <Value>1</Value> </Stats> <Stats> <EffectType>ProductionPoints</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.5</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>2</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>ProductionPoints</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.1</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Manufacturing</GiveBonusToNeighborType> <NeighborBonusValue>3</NeighborBonusValue> </NeighborBonuses> <NeighborBonuses> <GiveBonusToNeighborType>Research</GiveBonusToNeighborType> <NeighborBonusValue>3</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Culture> <Option>MotivationTrait4</Option> </Culture> </Prerequ> </Improvement>
Basic Factory for Comparison
<Improvement> <InternalName>BasicFactory</InternalName> <DisplayName>BasicFactory_Name</DisplayName> <ShortDescription>BasicFactory_ShortDec</ShortDescription> <Description>BasicFactory_Dec</Description> <Icon>BasicFactory.png</Icon> <BuildIcon>BasicFactory_Build.png</BuildIcon> <ListIcon>BasicFactory_Icon.png</ListIcon> <ImprovementType>Manufacturing</ImprovementType> <PlacementType>Manufacturing</PlacementType> <!-- Stats --> <Stats> <EffectType>ManufacturingCost</EffectType> <Scope>Queue</Scope> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>30</Value> </Stats> <Stats> <EffectType>MaxManufacturing</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.25</Value> </Stats> <Stats> <EffectType>Maintenance</EffectType> <Target> <TargetType>Improvement</TargetType> </Target> <BonusType>Flat</BonusType> <Value>0.25</Value> </Stats> <!-- Triggers --> <!-- Level Effect Trigers --> <!-- Level Effect Stats --> <LevelEffectStats> <EffectType>MaxManufacturing</EffectType> <Target> <TargetType>Colony</TargetType> </Target> <BonusType>Multiplier</BonusType> <Value>0.05</Value> </LevelEffectStats> <!-- Adjacency Bonuses --> <NeighborBonuses> <GiveBonusToNeighborType>Manufacturing</GiveBonusToNeighborType> <NeighborBonusValue>1</NeighborBonusValue> </NeighborBonuses> <!-- Prerequisites --> <Prerequ> <Techs> <Option>ColonizationTech</Option> </Techs> </Prerequ> </Improvement>
I was actually looking at the arbitration center, though I'd mis-read it anyway (saw the inf per turn effect and then read the details from above it). That's what happens when you ONLY check the code
But many other wonders DO give faction-wide benefits - +50% research for all planets from Research Cloisters, rising to 100% empire-wide from the upgrade; Assimilation cetners give influence empire-wide; Galactic Stock Exchange gives +50% gross income empire-wide, entertainment capital gives +25% approval empire-wide, the Hyperion MAtrix gives +50% research empire wide... There's a lot of them, and most of these are equal cost to the DF. The power of the Death Furnaces is pretty much in line with these. One could argue that the other ideology wonders could probably use a buff, but they're are not only easier to get to (level 3 rather than 4), but also the arbitration center is massively cheaper (45 manu compared to 202).
We should probably note that the Death Furnace isn't meant to be balance with the Neutral/Good wonders (those compete with the Citadel of Revenue instead, which is largely identical to the Good version, but with much less useful money rather than research), but is instead meant to balance with the level 4 traits from those ideologies.
Specialization past a certain point is actually pointless.
Indeed it's massively overkill. It was a fun little time wasting curiosity of mine, but as you say, pointless. About the only useful thing you could do with this is set it up to run birthing subsidies nonstop and have a gigantic convoy of transports to ship the population off to other worlds but even that is only useful to a point. If there ever comes a day when a single planet can either sponsor multiple shipyards or a shipyard can produce multiple ships per turn then some massively specialized world like that would be of some potential use.
Or build your largest warship 1 per turn, AND have a helluva lot of research by using research project.
It would also make cultural festival
@Naselus: Actually the death furnaces are balancing against the Arbitration center and Enlightenment Temple. they're the respective ideologies +1 ideology per turn buildings. I understand what your saying with them being slightly lower hanging fruit, but they're also on not on a line that's so universally powerful either. To rush the other two wonders you generally have to make a sacrifice somewhere else in the tree to pick up the preceding techs that whilst useful, don;t compare power wise to the tech preceding death furnaces.
At the same time your comparison is flawed. the Ideology specific buildings are player wonder not galactic wonder. And even if we use the Galactic Wonders, unless there's another mechanical difference going on i'm unaware of the effect stacks additively rendering the actual increase per world much lower than the stated amount, especially on worlds which allready specialise in the appropriate type. If you already have a 1000 bonus then another 100% is only a 10 increase in reality. Again the benefit of the death furnace is out of all proportion with anything else in game. It may be single world but you'd need 10's of worlds before a sensible death furnace setup started being beaten by global boosts.
Um, no, it's not. It's a level 4 ideology trait. You have to get to 4 traits to get there. It's not balanced against the level 3 traits, because they're level 3 traits. Just because it gives 1 ideology point per turn and those ones do to is meaningless.
So are the other examples I mentioned; I specifically avoided galactics. Check the files; they're all just IsPlayerWonder. There's a couple of Galactics (virtual world, for example), some of which are actually cheaper to construct than the Death Furnace. It balances against the equal-cost wonders, and yes, it's pretty much balanced for it's price. You do need to bear in mind that actually, the game hands out a lot of productivity bonuses - there's 100% from techs alone. Planets can have +30% just from random events. You get +25% just from high approval. These stack additively, so rather than going from 50%-160% from a completely adjacent-ed DF you could be going from 200%-310% - less than double, from a substantial investment of real estate. And the requires you to have a 7-hex gap available, in addition to hexes for farms and attendant approval buildings. To reach your hypothetical 40-pop world, you'd need a 20+ tile planet.
At it's best, the Death Furnace just isn't that powerful. You get 50% production, plus 10% per adjacency. That gives you 110% bonus if you're very lucky (maybe scaling to ~200% from some adjacency-booster techs, or if you get artful with durantium and powerplants). This means that, for the cost of half the planet, it's equal to... 2 planets. This is provided neither of you have picked up any of those aforementioned productivity increases; if both of you have, then the power of the DF is less pronounced in exactly the manner you go on to outline below:
As above. Productivity percentage bonuses are also additive. They're calculated in exactly the same manner as the other bonuses: (base + flat bonuses) + ((base+flat)*sum of % bonuses). They are not really much more powerful than the equivalent boost to industry/research whatever, since they're just the other side of the multiplier - it's only because they're rarer that they are more valuable, in fact.
Since you do get at a 1-to-1 exchange rate from food it turns out that the Biomass Re-sequencer (75% of the cost and maintenance of the DF, though it does need to be built as an upgrade) has pretty much the same effect as the 'base' Death Furnace, aside from the adjacency bonus. Only - you'll hate this - the Biomass resequencer is actually better in the late-game.
If we take your hypothetical 40-pop world, with 6 lossless farms, 6 top-level approval buildings, 6 industrial sectors and the Death Furnace, then it produces 45 base production (5 from the colony itself, 40 from pop), has +110% productivity from the DF, and has manufacturing bonus of 600%. It's not that useful for anything apart from manufacturing, since even it's doubled productivity is converted at 1-to-1 for research or econ. It's effective production is 94.5.
Now let's look at the biomass re-sequencer. 6 lossless farms with the biomass in the middle will give you 51 base food with a 50% bonus. That's 75.5 pop; you'll need around 10 entertainment buildings to cancel out the population. But we have 80.5 base production and spare slots that can be used on more or less anything; and we can pick whatever we want. In fact, you can pick all the possible choices, since this is a planet-unique and so you can follow the same strategy everywhere.
Now, where the biomass re-sequencer takes off here is that not only that you can build one on every planet, but also that it benefits much, much more from all the other % productivity bonuses in the game. The 100% bonus from the governance techs, for example, gives this planet 161 production points. The planet with the Death Furnace is only getting 40*310% = 124. If your population is just happy, then you'll get 18 extra production points, compared to the DF's 10. Sure, with optimal placement the DF is powerful, but not in a particularly unbalanced way.
This is also where the Hive comes in. The hive adds direct production bonuses to the base number - so it benefits from the % multipliers, where the DF never does. The DF does benefit from flat bonuses to production - but there's fewer of these and their total is much lower than the effect of % boosts, so the corresponding increase from the Death Hive is even less impressive. For example, the galactic governance techs equates to +2 production per hive; the Death Furnace never benefits from these directly at all. The only generic-tree production tech that directly increases the power of the Death Furnace provides an additional +0.5 production for that planet.
The hive's problem lies in that flat bonus and the fact you get one per colony, not in the use of productivity or even in the %-based adjacency bonus. The combination of %-adjacency-bonus and flat main bonus is too much, mostly because both constituent elements are too high for a building that costs the same as a T1 factory.
Personally, I regard the Hive's power as being part of a poorly implemented attempt to match the background information that says that the Thalan have supposedly difficult to set up but very powerful infrastructure. Unfortunately, instead of being difficult to set up (which might perhaps be reasonably balanced, providing a weak early game and a relatively strong late game), Thalan infrastructure is really only about as difficult to set up as the baseline infrastructure in, for example, the Terran tech tree (arguably easier; Thalans use the same factories and labs that the Terrans do and Hives are a significant boost early on even without the adjacency bonus), despite fulfilling the 'very powerful' aspect quite well due to the Hive and a few other already mentioned improvements (the Hive, however, is the worst offender, being a powerful, early, and cheap planetary improvement). If the desire is to match the backstory reasonably closely, then Thalan infrastructure (or, at the very least, the Hive) needs to become much more expensive and it can keep its present power, or most of it.
One aspect not yet discussed is custom races. Thalan tech can manufacture a helluva lot, but they are expected to have much lower population. Terrans I suppose are the baseline (they only have a +1 in manf, while all other races except Altarian have several bonuses across manf/research/econ), and pretty much use a generic tech tree.
Create a race giving you positive traits on the way you like to play, negative traits that are meaningless with your playstyle, will easily break the original intent of a particular specialized racial tech tree. I'd frankly consider playing a custom race with Thalan or Yor tech trees, to be an exploit, even though allowed and encouraged by the design of the game. Wanna be fair with your custom race? Use the generic tree.
poor altarians
One person's exploit is another person's strategy.
Isn't the whole concept of "strategy" to exploit things?
Naselus:
I was writing a big reply about opportunity costs on the he ideological tree's then i got to your second paragraph. I'll give you the benefit of the doubt and assume you miss-understood me the first time. So i'll lead you through this one more time.
The death furnace does NOT provide a bonus to max manufacturing it does not stack additively with factories. It stacks multiplicatively in the same way as Thalan hives. In other words whatever the manufacturing bonus from any source other than a thalan hive or DF is, multiply it by the DF's bonus, ten multiply raw production by that. or to put it another way the DF in the scenario of 6 manufacturing center's turn their 600% bonus into a better than 1400% bonus.
That means a world with 40 base raw production from pop with a DF surrounded by 6 manufacturing center's receives a additional 110% of it's pop derived production as a bonus to it's raw production, BEFORE the manufacturing center bonus is calculated. Which means that a world like you described in your biomass resequencer example has not 94.5 production, but 588 production.
That is why it's utterly unbelievably unashamedly broken. If you where to replace 2 of the above mentioned manufacturing centers with a manufacturing capital and a quantum powerplant you'd get 982 production output.
And just to ram those last two number home. Replace the DF with the age of ascension wonder for manufacturing, the singularity powerplant you get 372 and 394 respectively. our perfectly fine perfectly balanced Df is achieving between 150 and 250 percent the output of an absolute end game age of ascension based setup, and it's available by early age of war.
Now do you understand why i'm freaking out over the power level?
Karl, I did not, at any point, say that increased total manufacturing stacks additively with increased max manufacturing. I am well aware that they multiply. What I did say, which you appear to have failed to grasp, is that total manufacturing bonuses stack additively with other total manufacturing bonuses, which are NOT RARE. Techs provide a 100% bonus. Approval gives a 25% bonus. Some worlds receive a 30% bonus just from settlement events. You appear to be labouring under the delusion that one world receiving a 110% bonus is game-breakingly potent. It isn't, since by the end of the game EVERY PLANET has at least +100%. By the Age of War, most players will have a 55% bonus empire-wide.
Don't get distracted with the manufacturing bonuses, because you can apply them elsewhere anyway. The biomass resequencer world could have a quantum powerplant surrounded by industrial sectors too, and would achieve a higher Max manufacturing bonus, and will actually achieve higher levels of manufacturing output later in the game as the other production bonuses are twice as effective. That 100% from governance techs gives it 150 base production, while the Death Furnace at the same tech level on the same planet (minus the sequencer) will only get (40*210%) 124.
When I use the term 'production', I'm referring to what the code calls ProductionPoints, which are, in-game, rather confusingly referred to as Total Manufacturing. It does not refer to manufacturing output. I get that you only figured this one out yourself a couple of days ago, but most of us already had a firm understanding of the difference between Max Manufacturing and Total Manufacturing. The neither of the planets in my Biomass re-sequencer example ever have 588 production. They have 588 manufacturing.
The reason you're freaking out is mostly because you don't realize that it's not really that powerful. Consider your singularity example. This wonder gives +25% manufacturing to all planets, on top of the 200% bonus it gives to the planet it is on. It also gives +5% to ALL planets based on it's adjeacency bonus, to give +55% globally from being sited surrounded by the most basic factories. On most maps, this will be vastly higher than the bonus from the DF. The DF, even perfectly-placed, at the sort of tech level that you get it at, will NOT double your existing production output, because you likely already have +55% or more from technology and approval. You are going from x+55% to x+165%, which is not double what you had anyway. It is not the all-powerful godhead that you believe.
As I noted, increasing the actual flat bonus to production (so Hives, or just adding more food) is actually more potent, because this IS multiplied by the other % bonuses, and then also multiplied by the max manufacturing bonus. And you can build this EVERYWHERE. The DF is not overpowered for a player-unique wonder.
Okay we seem to have confused each other pretty thoroughly with different terminology.
Now we've got that out of the way. and some other stuff.
Your still hopelessly wrong in every possible way. I went through the files including approval, (i'll take your word on the modifier for approval as i'm not sure where it's located in the files), the maximum possible "productionpoints", (i'm going to use game code terms in quotes to avoid confusing the hell out of us both from now on), bonus prior to a DF is 75%, not 100% as you claim. I didn't include planet events because they're not reliable.
That means a bare minimum DF increases production by 2/3. if you max the adjacency with non-uniques it is an actual doubling.
To address a couple of your other points. No like i said the DF and thalan hives are the only sources of the "productionpoints" modifier, since i used notepad++'s find function i know i didn't miss any, so your singularity plant is not as powerful as you claim. In fact 25% "maxmanufacturing" + adjacency is pitiful even as an empire wide now that i think about it.
In the same vein your own stacking issues come back to bite you on the ass with the biomass resequencer and unlike the DF it can't use large adjacency bonuses to keep it's edge. It works out at around a 1/3 increase, (40% with just high approval, 35% with nutritional focus, and 32% with both techs).
Look right now the DF is the single biggest increaser of final manufacturing output available anywhere in the game, there is nothing anywhere whatsoever that compete's with it and it's available very early on. Just because some of my numbers got fudged doesn't change that, the advantage is so godammed massive you'd need to fudge the numbers a hell of a lot more.
Until both of you spell out the math, calculation by calculation, this will all be lost in translation. Regardless, lets go with the worst case scenario, "death furnace doubles a planet's manufacturing". Isnt this a bit inconsequential on nearly any map except the smaller ones, as this is a player unique structure? ONE planet gets "double production"? As well, ANY player can get it if they put the points into it?
The arbitration center is the one that truly gets the shaft. Spamming out culture on 1 planet....oh, wow,"great". They should have balanced it with a huge econ bonus - benevolent gets research, prag should get econ, malevolent gets manufacturing.
And a level 4 ideology pick, I would not at all consider to be "early" in the game.
I really like that 40k production world post. Brilliant!
In case it wasn't mentioned as an aside, you could always pull your hair out switching production between 40 shipyards every turn and build 40 giant ships at the same time!
In general I think the easiest fix for the hive and motherhive is to make their adjacency bonus (for themselves) be regular manufacturing like Karl originally calculated. Then they are just a "fast start" type of building instead of a roflstomp type of building.
As for the death furnace I'm unsure if it's ok to leave or not. It is a specific ideology building after all and if you only get 100% bonus on it then it's the same...sort of....as getting an extra planet from an ideology. Though it's much easier and bonusses can get high so maybe it's not ok?
Rather than run through some math i've gone and done a test game, i'll include the highlights in screenshots below.
First i want to note something i didn;t know. The governmental bonuses all apply, not merely the highest as i assumed, (as many other bonuses work out at), however as you can see below it still doesn't change much.
The basics however:
The world without the singularity powerplant or DF on it produces 6119.2 production total, from a raw of 363.1
With singularity plant this increases to 7365.3 total manufacturing, a total of a 20% increase.
It should be noted the empire wide boos from the singularity plant is a meager 60% max manufacturing modifier. Meaning on any world with decent pre-existing production it' a drop in the bucket. I didn't actually have another world setup to show that however so the screenshot just picked a random one.
Replace the Singularity with a Df and the total production jumps to 10902.2 and Raw increases to 625.7. This is an increase in total manufacturing and raw of just under three quarters, (72% raw, 78% total)
And just for the sake of those wondering the two put together pull 13941.2 total production and 672.1 raw. An increase in raw of 85% over the singularity alone,a nd an increase in total production over the same of 89%.
That last line is part of what i'm getting at, but remember you'll most likely when you first get it put it on your homeworld where you also have the preceeding +100% military manufacturing and a world which is both your most developed, had the most time to accrue population, and which is probably near the top of your list in size terms. So your single most powerful production planet is now equivalent to four of itself. As you accrue more raw production and military manufacturing bonuses that will fall off a bit, but even then you've got a homeworld worth 3 non-homeworld planets of a similar size in one.
A single class 16 undeveloped world is worth a lot less than turning a fully developed class 16+ into 2 or more of itself.
At the same time as i tried pointing out earlier the other two ideological wonders have serious opportunity costs associated with them.
First if you rush the other wonders you either have to get 4 traits as well to get yourself an ideological building at t1, or skip that and accept a slower ideology build up afterwards due to less buildings till you get your next trait. In addition the preceding traits for the respective ideological wonders are much less powerful for the other two than for malevolent. Benevolent is especially bad with neither being worth a damm, and even pragmatic's one good of the two is so time dependent that rushing the line robs it of most of it's power.
Malevolent by rushing the DF not only get superior ideology generation to the competing options for the other two line's, (unless they turn their wonders into 4 trait picks as well, in which case, yeah the whole argument about non-equivalence breaks down), but a sequence of powerful bonuses that are vastly superior to what the other two get.
I'll admit...when I play the game to win it has always been Thalan tech, with +2 ship capacity and ship speed, using the malevolent line that starts with the intimidation center. Everything else feels weak and slow...which does make for a more fun experience though...
I think it's pretty clear that both the death forge and the hive both need some severe nerfing.
now, back to the poor old altarians...
I'm not sure how you cocked this up, but you're wrong; a simple search of techdefs.xml shows that you get 10% from GenericInterstellarGovernance, 20% from GenericGalacticGovernance, 30% from GenericInterstellarDemocracyTech and 40% from GenericStarFederationTech. 10+20+30+40 = 100%.
You then get 25% from approval (defined in the graph points in globaldefs), and then there's another 25% available from the ideology trait after Death Furnaces. That's 150% total possible bonus, if we discount the 30% you can get from the planet event; 125% of it is empire-wide. This, you'll note, is higher than the fully-adjacent DF can manage without resorting to using powerplants.
edit: Ah, I see, you assumed that the highest only applied, and then declared that this 60% empire-wide 'doesn't change much'... while screaming nerf over a building which provides 50% + 10% per level. I do believe that some might consider that ironic.
Or it means you've counted up wrong, which I've literally just shown.
Well, you did miss several - for starters, you've skipped over the whole lot in tech, you've missed the ideology-granted one, and even in improvements.txt you have missed out the mother hive (which I'll let you off with, since it's an upgrade to the hive) and the Gaia Vortex (which there's no real excuse for, if you used Notepad++'s search function).
More importantly, that +25% maxmanufacturing is actually multiplied by the produciton modifiers we've got above... which makes it a fairly respectable 70-ish % per planet. And that's without adding the adjacency bonuses. You could feed an extra 350 industry into EVERY shipyard in your empire from that, as opposed to putting an extra 500 into one. On a big map, I know which one I'd rather have, frankly.
I'm not sure what you're trying to say here tbh. I think you may be confusing the order again; population bonuses are applied to BASE production, so they multiply with produciton % bonuses and with manufacturing bonuses. They are, in effect, doing exactly the same thing to the DF that the DF is doing to manufacturing wonders.
Say you have 40% pop and build the biomass, surrounded by farms. The farms give 5 food each as a base, + 0.5 per level. they each border 2 farms (for +2 levels) and the biomass (for another +2), to give a total of 7 per farm. 6*7=48, +50% from the biomass = 72 food. This 72 food, with 5 from the colony hub, becomes your base production number.
NOW you get to add those lovely 100%+ production bonuses applied. With high approval and +100% from tech (not bothering with the 25% from ideology or the other potential bonuses), you come out with 173.5 production, which can be devoted to anything. Even if you build no morale buildings and just take the 25% production hit, you end up with 134.75 production.
With the Death Furnace instead, you're (just for starters) using an extra 6 slots (for all the factories). You have +125%, which you've increased to +235%, but you only have 48 population (probably not even that, since you don't have the adjacency). This gives you only 124.55 production. It is nearly 33% less than the happy biomass planet gives. This requires you to have 6 farms, 6 entertainment buildings to keep the population 100% happy, 6 factories, and the DF, so you need 20 slots to come out lower than the other guy's production from just 8 slots (colony hubs included). He can comfortably fill up the entirety of the remaining 12 slots with just factories and power plants to end up with a higher manu bonus than your 6 boosted factories can manage. Hence, the bio-mass resequencer is more powerful; you can have both a higher production bonus and a higher manufacturing bonus from using it rather than the DF.
AND YOU CAN BUILD THE BIOMASS RESEQUENCER ON EVERY PLANET. It is not player-unique. It is colony unique. Every world can have this. Your whole empire can receive this colossal increase in food output, and the bonus remains 50% regardless of whether you stick it in the middle of a 7 or not - the farms themselves suffer from lacking the adjacency, but the biomass re-sequencer doesn't.
Now sure, you might say that one planet can have the DF AND a biomass resequencer, to achieve a monster population and a huge productivity bonus. But big bonus is still mostly coming from the food buff, since it's feeding into BASE PRODUCTION rather than BONUS PRODUCTION. Bonus production, like bonus manufacturing and bonus research, is not madly powerful. It's better than manu or research, sure. But it's not as powerful as Food. You might also say that food has to be filled up - but the biomas resequencer is giving a +0.7 growth rate, and would fill that whole planet on it's own in 100 turns (much less with a growth building, the colony capital and any growth % bonuses).
Sigh. It's really very simple.
Food base*(100%+bonuses) -> production base*(100%+bonuses)-> manu/research/econ base*(100%+bonuses)
The further to the left you go, the better a bonus is. So an increase to base food is the best thing you can get; this is why the bonuses offered for it are very, very small (+1 sort of territory), and why at least some approval is required to get the full effect. After that, a bonus to food multiplier is the best thing. After that, bonuses to base production, then bonuses to production multiplier, then anything in the 3 resource categories.
So, when faced with the choice between 50% food and 50% production, go for food. When faced with a choice between 50% production and 50% research, go for production. The fact that a colony-unique 50% food bonus exists, and it gives farms a base food adjacency bonus, is inherently better than gaining a 50% productivity bonus with a productivity adjacency bonus and giving a small increase to manufacturing to it's neighbour factories.
[quote who="KarlBar99" reply="67" id="3569446"]Rather than run through some math i've gone and done a test game, i'll include the highlights in screenshots below.
I'd rather you run through the math, as I did above. Not only does it mean less giant boring posts to scroll past, but it would also show that you are, quite simply, incorrect. The DF is not overpowered, as it is a one-per-player improvement which has been shown to be less powerful than a colony-unique hub building.
Also, I do notice that you've set up a 143 population world (with a biomass resequencer, contributing 50 pop to that, no less) and cheesed the hell out of the adjacency bonus for all your worth to get the DF to level 12. You've included a second player-unique wonder. You've even gone for the industrial adjacency bonus tech (I always take research, personally). And there's precious few planets which can manage 2 or more complete 7-hexes without massive terraforming of the kind that simply isn't available when the DF is unlocked. You have basically based your entire strategy for this game on getting the DF to provide the biggest possible number you can.
And from doing so, you have managed to make a world that is pretty much equally powerful as two worlds without any wonders at all. You have used your manufacturing capital and your Death Furnace to make one planet ever so slightly weaker than two planets which just used industrial sectors. I'm not really seeing 'combination of multiple unique improvements doubles colony output' as a screamingly massive balance issue.
I can set up a smaller example to simulate an earlier example. But of course an earlier example IS NOT going to have the same size + empire wide bonuses meaning your not going to get as much falloff on the DF meaning it gets more powerful at lower tech levels, not less.
And again you can see how it does not in any way balance out against the singularity powerplant. it doesn't even come close to balancing out against it, a tech capital + power plant + factories is something you can do on most decent sized planets of the sort you'd use for production. I simply left it setup in a config that let me slip both in but a config for just one would be several tiles smaller.
You can talk maths all day. the numbers aren't going anywhere and the conclusively show that an endgame wonder is getting utterly trashed by a mid to early-mid game wonder. Thats so far past screwed up it's not even funny.
Its not gamebreaking. Yeah, its OP - but there's so many other blatantly overpowered things that it barely stands out. Its certainly not the worst offender.
Move on!
This. It's no better than some late-game colony uniques. It has taken two wonders to make it equate to two planets. That's nothing special when the only thing stopping you having those two planets instead is... an extra -0.2 approval. One planet being as powerful as two other planets if it has half a
As to the argument that evil is more powerful than good or pragmatic - that's something I can agree with. Not as game-breakingly as it was in baseline GC2 (here, have an end-game-level gun halfway up the tech tree! ) but the others do suffer - pragmatic's very good at the bottom of the tree, very early on in the game and then becomes near-universally rubbish by about T3, and while benevolent has some really powerful abilities it also has a lot of dross.
Of the level 1 buildings, Good is arguably best simply because it gives influence, while both resistance and % approval are largely broken. Good's level 1 wonder is similarly broken by the bad approval mechanics, so that it has very little impact on larger maps. Of the level 3 wonders, Good stands out by far ahead, with a 200% research bonus and +1 culture per turn; evil's is waaay weaker, giving 100% of the much less useful money and only 0.2 cpt. But again, pragmatic gets shafted; Influence is good and all, but 50% isn't very much, and tourism is basically just gross income's poor cousin. The one real advantage it has (being absurdly cheap) is pretty meaningless since it's one-per-player. I do rather wonder if that's not a bug, given the utter disparity between it and the other two.
And again you don;t need all that to make it that good. Earlier game when you've only got basic power plants the factories and maybe tech capital or other bonus source you have fewer other sources of "productionpoint" modifier so it's actually able to match or exceed the above figures despite smaller adjacency bonuses. I agree that to a degree the ability to just pick up more planets degrades it a little later on, (though the fact that it's clearly kicking the crap out of a dedicated late game wonder IS an issue of serious nature, especially when the difference is on the order of +48% total manufacturing), but earlier in the game that's less of an option as your unlikely to have many big worlds and of those you do only your homeworld is likely to be well developed. besides even without the tech capital it would still beat the singularity plant with tech capital by over 30%, (i haven;t mathed out the exact number or re-run the test game sorry).
Don't get me worn i'm not saying it's the most broken thing in the game, but i generally class problems into three categories:
Mildly OP: Needs sorting but not a super priority
OP: Nerf it hard, big issue.
Completely utterly stupid beyond any shadow of a hope: Hotfix!!!
For me the DF fits with countless other things in the middle category.
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