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Limit changes of effective policy values

Posted: Fri Aug 10, 2018 5:35 am
by Ignatus
Consider we have a policy "Public education investments", and as it grows, productivity falls (effect on turn change), but chance of getting tech from conquering a city rises (effect of an action). AFAIK, player can and will abuse this - he will invest little in education, but when he is up to conquer a city, he will move the slider to the end, and then back before turn changes. Thus, some if not all policy effects on actions should be fixed to the value at turn start (and on per-turn events like resource collection let they act immediately for obviousness).

Also, we should have effects on minimal and maximal policy values, and ability for actions to set the values. Connecting them to the actual policy value may either slow down its change or force it. Policies with min=max can be used as turn counters. For example, user who bombards a city for 2 turns in line gets min.val=max.val of a slider "Bloody maniac" both rised 10 points which decreases 1p/turn and multiplies a fine on AI love.

Re: Limit changes of effective policy values

Posted: Fri Aug 10, 2018 6:50 am
by Alien Valkyrie
Ignatus wrote:Thus, some if not all policy effects on actions should be fixed to the value at turn start (and on per-turn events like resource collection let they act immediately for obviousness).
I'm... pretty sure that's already how it works.

Re: Limit changes of effective policy values

Posted: Sat Aug 11, 2018 9:34 am
by Ignatus
Oh yes, they always worked this way :oops: Won't ever more post suggestions without having checked the game, especially while at work.

But effects manipulating policy parameters is still what we don't have yet. We then can use the same mechanism for adjustable multipliers and counters as described here; just also introduce visibility range for the sliders (None (counter)/Player (policy as it works)/World (policy seen to players in contact, also has been suggested, might be default)).