City growth issues?

Hi all,

I'm pretty sure I get the way prestige works, and how having multiple cities negatively affects prestige for all cities.  I also understand how stationing heroes with high charisma or with the royalty trait, or building things like inns/pubs and monuments, also helps with this. 

I'm playing a game where I have a large amount of cities, about half mine and half conquered.  I can see the negative prestige modifier when I go into the city info window.  I can also see the hero charisma bonus, etc.  However, prestige for ALL of my cities always reads as 0.  ALL of my cities have a population growth of 0.2 citizens per turn (yes, 0.2 not 2). It doesn't even matter how many heroes, monuments, etc. I have.

Is this REALLY how it is supposed to work?  Is something going wrong here?

Thanks.

10,698 views 14 replies
Reply #1 Top

I agree, this is ridiculous.  Please lift this or fix this.

Reply #2 Top

Just increase the prestige improvements so that they add increments of 30 instead of 3. This is a better balance if you will have over 12 cities and you want a few level 5's.

Reply #3 Top

Seanw3 - Are you suggesting this as a fix or does this work currently?  I'm not certain I uderstand your meaning.

Reply #4 Top

This is a game breaking bug if you ask me. Somewhere at 9-10 cities prestige completely breaks and even though you can build Inns and Pubs like crazy it won't ever get anywhere anymore. Seanw3 are you hinting at changing some game settings somewhere? Could you be a bit more precise?

 

This bug is rather annoying since the overall stability of the game has increased a lot. Also I found that the armies are more useful now and don;t get crushed by heroes so easily.

Reply #5 Top

Sorry its actually a bit complicated. Go to Elemental\data\ English\core improvements. Find the Empire and Kingdom "Special Improvements" file and open it up to the pub building at the end of the xml. Change the prestige bonus from 1 to say 10 or 20. This will allow medium growth, somewhere around normal prestige with 10-15 cities. At first your cities will upgrade instantly, then taper of at 5 or so prestige per town. Increase the number to have a larger empire as needed. You will have to do this for both empire and kingdom files in this folder. Use Save As to save them to the elemental directory in your user documents file. That is it I think. 

Also, don't go updating to a newer version of beta because it will probably overwrite this kind of mod. The kind that repudiates their prestige system. 

Reply #6 Top
The mod idea is nice but it totally messes up the start of the game I guess. Because prestige buildings will generate a lot of prestige and small cities will grow like crazy. I understand that the devs wanted something to prevent you from just spamming cities everywhere, but this is overdoing it. I think something like this was in Civ IV as well (the hated corruption thing). The idea was not so bad; the further away the next x cities are from the core, the more penalties those cities get. But this is quite a tricky thing to balance and there's a fine line between good intentions and massive frustration for the player.
Reply #7 Top

Well this game feature is about two lightyears away from that line. I would rather have fast growing cities for twenty years instead of a game stopper in two hundred. I usually tell myself that as the only city in existence, there are alot of people (720) that want to be safe inside the walls.

 

:ninja:

Reply #8 Top

The whole idea of cities earning a certain number of people per turn based on their buildings is completely ridiculous, and that's the real problem here. The need for a multi-city presitge penalty just demonstrates how bad this model is. Ultimately it's that that needs to be fixed.

Populations don't grow because places look nice, they grow because places have the means to support more people. Work is plentiful, food is cheap; so they can afford to have children, people imigrate, or the people themselves live longer. In elemental this means is represented by food. So we need a system where populations grow proportionally to the amount of food available. 1.1 food per person (or whatever), = 10% growth rate, 0.9 = -10% (negative) growth. If prestige has any meaning, it should be to determine where these new people go (ie, which town), not whether they're born.

The only place this falls down is at the beginning of the game when you have 1 person. But that just demonstrates why we need to start with a higher number base number (as with many things), like 10.

You don't even have to do it that well though. Even the Total War games do a better job of modelling population growth than elemental.

It's pretty simple tbh.

 

Reply #9 Top

The problem lies in the ElementalDefs.xml file.

 

Here is the problem area:

 

  <BaseCityHubPrestige>1.0</BaseCityHubPrestige>
  <PrestigePenaltyPerCity>0.1</PrestigePenaltyPerCity>
  <MinCityHubPrestige>0.1</MinCityHubPrestige>

 Now, I don't know how they intended this to work - but here are what the calculations look like:

 

Base + Min - (Penalty * City)

 

So, normally, you would have 1 + .1 - .1 or a growth of 1 with just your starting city (and then factor in buildings, ect).

 

The problem gets really bad once you have 10 cities - the equation becomes 1 + .1 - 1.0 = .1

 

This wouldn't be so bad on its own - except rather than summing this value with building bonuses (like +2 from pub/inn), it seems to do some really weird stuff.  I'd like to think its multiplying this Hub prestige stuff, but without running a debugger I can't be sure which value is lying to me, and which value the game is actually using.  I have a number of cities that claim a growth of 5+ when I look at the calculations from within the city, but the actual growth shown on the overhead map is .1

Either way, the calculation is hosed.

My suggestion is that people who wish to play the game as it was before - change the latter 2 values to 0:

 

        <BaseCityHubPrestige>1.0</BaseCityHubPrestige>
        <PrestigePenaltyPerCity>0.0</PrestigePenaltyPerCity>
        <MinCityHubPrestige>0.0</MinCityHubPrestige>

 

This way every city will start with 1 prestige and never be penalized for having too many cities.  Or, play with them however you feel.

----How it should really work----

This is all hypothetical, but my design of prestige functionality would be as follows:

-------------------

Prestige = {BaseCityHubPrestige  + Building Bonuses + Cha Bonuses} * {Empire Size Calc + Empire Wide Soveriegn Bonuses}

------------------

Base is defined in BaseCityHubPrestige as above, likely would start at 0.5

Building Bonuses are the sum of all bonuses in that City

Cha Bonuses are the sum of all cha bonuses from heroes in that city.

Empire Size Calc is defined as follows:

--------------

 

if (Cities <(MinCityHubPrestige*10))

{

 

Empire Size Calc = .25 + [{MinCityHubPrestige - Penalty (Cities)} * {MinCityHubPrestige - Penalty(Cities)}] / (MinCityHubPrestige - Penalty(1))

}

else

{

Empire Size Calc = .25

}

 

------------

MinCityHubPrestige would start at 2.1 for small worlds, 3.1 for normal, 4.1 for large (configurable)

Penalty would be default of .1

Theorcraft:

Assuming a Small world (MinCityHubPrestige = 2.1)

At the start of the game, with 1 city, the Empire Size Calc would be 2 * 2 / 2 = 2 + .25.  This would result in roughly a x2.25 gain to all population when only 1 city. But with a start of .5 pop growth, this would only be 1.125 people.  You need to start getting buildings to make use of this influx of people.

With 10 cities = 1.1 * 1.1 / 2 = 1.2 /2 = .6 +. 25 = .85 This would result in roughly a 15% penalty to all growth

With 20 cities = .1 * .1 /2 = .005 + .25 = .255 This would result in nearly 75% loss in growth!  However, if you had 21 or more cities, you'd not be within the if calculation - you'd be in the else calcuation, and thus suffer at max a 75% calc.

 

As long as you had MinCityHubPrestige configurable by map size, you could scale how many cities you can have before you bottom out at 25% growth.

For instance, if you had 1 cities on a normal sized map:

MinCityHubPrestige = 3.1

3.1 - .1 * 3.1 -.1 / 3.1-.1

3*3/3 = 3 + .25 = 3.25 growth for a single city (this makes sense, as there are more people wandering the wilderness looking for someplace to live on larger maps).  With a base of .5 growth, that would make 1.615 growth per turn.

At 10 cities:

3.1 - 1 * 3.1 -1 / 3 = 2.1*2.1 / 3 = 1.47 + .25 = 1.72 growth bonus for all these cities.  Which is still a pretty good bonus.

At 20 cities:

3.1-2 * 3.1 - 2 / 3 = 1.1*1.1 / 3 = .40 + .25 = .65 growth bonus, which means the sweet spot for normal maps would be somewhere around 15 or so cities, and after that, everything starts going slower.  But at the very worst you would have only a 25% modifier, rather than a 10%

And even if you think x2.25 or x3.25 growth is a lot, remember that I've lowered the base population growth to .5, so much of that will not be seen until you start getting buildings - and then you likely have a bunch of cities as well.

 

Thoughts?

Reply #10 Top

I think this game is a little dead. But thank you for contributing. FE will not likely have prestige. I wish that your system could be implemented.

Reply #11 Top

I started a new game in 1.3 after changing the Inn to +5, Pub + 10 and Threatre to +25 and this seems to really help the city growth issues.  Good idea seanw3.

Reply #12 Top

One question, What are all the pretige buildings for empire and kingdom?

Reply #13 Top

Inn, Pub, Theatre, and Great Theatre (World Wonder).

Reply #14 Top

This is one of the main things that should be addressed with 1.4 if Brad is going to keep working on WoM before the FE beta.

 

Has anything official been posted about the strategic level in FE? I don't recall seeing much about it yet. Hopefully that will be the next diary.