[0.61][#LHY-526-89006] Weird manuf ratios: Peti II gives 18.75 bc/mp, Riukus I gives 22.5 bc/mp

Ticket #LHY-526-89006.

Normally, 1.0 mp = 15.0 bc of rush cost (for social and military queues).  This is the conversion rate, which is independent of any bonus you get.  Or -- is it?

Terran, Large, 5 Godlike.  Both planets are from the same game.

1.  Peti I gives 18.75 bc/mp.

Turn 89.  207 bc normally takes 13.9 mp (= 208.5 bc).  But for this one planet, 11.1 mp suffices for "(1)" turn.
(Clicking Turn does indeed complete it, so it's not lying.)

Peti II, T89, 11.1 mp = 207 bc

11.0 is insufficient:

Peti II, T89, 11.0 < 207 mp

Plug those numbers in:

  • 11.0 * 18.75 = 206.250 bc < 207.
  • 11.1 * 18.75 = 208.125 bc > 207, regardless of any fraction.
 2. Riukus II gives 22.5 bc/mp.
Turn 92.  My free colony ship from Benevolent Pioneer has meandered ~70 hexes from Earth, through Krynn home system, north beyond my sensor wagon range, and finally stumbled onto a class 7.  (Earth is in the lower left, directly above the "R" in "Riukus".)
In the turn of colonization, obviously zero progress has been made on its 1st build.
An Entertainment Center (30 mp = 450 bc) says outright that it takes "+30 mp".
12.0/30 mp normally takes 2.5 turns, which rounds up to "(3)".
But Riukus II's 12.0 mp suffices for "(2)" turns.
T92, Riukus II
Turn 93.  12.0 (+epsilon) mp actually completed 271 bc = 22.5 bc/mp.
The remaining 179 bc normally takes 12.0 mp = 180 bc, but for this goofy planet, 8.0 mp suffices for "(1)".
(Not shown: 7.9 mp does not suffice, needs "(2)".)
Actually, due to round-off errors, I had to (reload and) set it to 8.1 mp to avoid the "0 bc" 1-turn-robbery bug.
T93, Riukus I
24,839 views 8 replies
Reply #1 Top

See, micro-managing is useful :P

Reply #2 Top

Peti I probably has the Low Gravity/Desert Planet/or somthing similar (all give 25% to Manufacturing) Bonus.

The Bonus is applied but not shown, So when 11mp are shown you actually get 13,75mp.

(So its just a visual Bug)

 

But when send the mp to your Shipyard only the 11mp are send.

(Here its totally Bugged)

Reply #3 Top

I considered that.  But it does list an "Alien Cultural Trash -10%" entry in the manuf hover tab, which combines the Benevolent choice (-35% manuf) with the alleged Thin Atmosphere bonus (+25% manuf, +25% food).  So it looks like I'm already getting the "bonus" in my manuf bonus list.

Also, none of my other planets (with +mp% bonus planet specials) have violated the 15.0 bc/mp ratio.  So these two planets are still behaving differently compared to every other colony I've ever had.

Reply #4 Top

also tile & adjacency bonus possibilities coming into play

Reply #5 Top

Gilmoy,

Not a bug, there is a difference between mp and build cost points.

Lets take the "Entertainment Center" on Riukus II. I am disregarding the non-displayed fractions for clarity sake.

In turn 92 your mp is 12; but you have a happiness of 100%  this gives you a production bonus of 50% which is not included in the 12mp.

In turn 92 your mp is 12; but you have an "Active Core" planet and this gives you a manufacturing bonus of 50% which is not included in the 12mp.

So at turn 93 you have completed (at least) 18 (12 + 50%) out of the 30 required build cost points. This means you only need at most 12 build points. 12 build points with 50% production bonus from happiness (100%) will take 8mp.
 
So at turn 93 you have completed (at least) 18 (12 + 50%) out of the 30 required build cost points. This means you only need at most 12 build points. 12 build points with 50% manufacturing bonus from "Active Core" will take 8mp.
 
But if you want to buy the improvement you need to pay 15 times the 12 build points which is 180 credits - in your screenshot actually 179.

The "Entertainment Center" has no building cost reducing techs, so the calculation is straightforward.

However the "Colonial Hospital" has them: "Efficient Agriculture" (-10%) and "Farm Adaptability Focus" (-15%). And these techs influence not the manufacturing points but the build cost points.

To see it in action - if you have researched one or both of these techs - place a "Basic Factory" on a tile on "Riukes II" and notice how it will require less turns than the equally expensive (30 build points) "Entertainment Center".

So, not a bug, but definitely the interface does not make the difference between manufacturing points and build cost points clear.

In another post i have requested a visual cue to indicate this, so i made a little mock-up of the proposed feature:

Blue: already completed build cost points, green: build points that will be generated this turn.

Edit: Difference was not caused by happiness, Planetary trait was the cause.

Reply #6 Top

I disagree; I already took that into account.
The conversion ratio of 1.0 mp to 15.0 bc rush cost has been constant for all planets, since Alpha 0.31.
It's distinct from +production% bonus or +mp/rp/bc% bonus, so it ignores adjacency, planet special, colonization event, Approval, or anything else.  It's a hard-coded constant in the underlying Economy 201 pipeline.

Until now.  Which is why it stands out.

I think you're confusing this bug with a previous (known) UI flaw.
+production from (last turn's) Approval bonus (and other bonuses that specifically state "+production", e.g. Economic Ring)
are displayed in your total mp/rp/bc output, and have always been.  Where they're not displayed is in your hover list, as an explicit list item.

Specifically, the UI flaw is that (last turn's) total production bonus multiplies your fraction-of-population (from the wheel)
before you get your "raw" mp/rp/bc scores.  In fact, that's exactly the equation:

  • (1 + sum of production bonus) * (population % from wheel) = "raw" mp/rp/bc

So your +production% is already baked into your "raw" scores (which contradicts "raw", but that's the flaw).
Thereafter, your raw mp * (1 + mp% bonus) = total mp.
And rush cost / 15.0 = total mp needed to complete any queue item (ignoring round-off tenths).
This conversion rate is outside the production/bonus pipeline; it's just a game constant.

Except for these two planets.  And only these two (of the nine I own in this game).  That's a discrepancy.
They're not even consistent with my other planets.

Anyways, you can see that even the game engine itself thinks that "+30 mp" (for an Entertainment Center) means 450 bc rush cost,
which is indeed a rate of 15.0.  That's what it tells you in both hover windows.  Somehow, it's letting me build a 30 mp thing for 24 mp.

Reply #7 Top

Gilmoy,

you are right it is not the happiness that account for the 50%, but the Active Core planet trait. The rest (about the build cost points) is correct.

Quoting Gilmoy, reply 6

Anyways, you can see that even the game engine itself thinks that "+30 mp" (for an Entertainment Center) means 450 bc rush cost,
which is indeed a rate of 15.0.  That's what it tells you in both hover windows.  Somehow, it's letting me build a 30 mp thing for 24 mp.

The improvement list and hover windows show the uncorrected raw improvement build cost. These values are not corrected for building cost reduction techs and show the full cost instead of upgrade costs (when you upgrade an improvement). The "Entertainment Center" has no cost reducing techs and it is not an upgrade, so the shown +30mp results in a build cost of 30, which in turn results in a rush cost of 450 credits.

If i would upgrade my "Xeno Factory" to a "Mega Factory". The hover windows would and does show +67mp. However it is an upgrade and i have building cost reducing tech researched (for a total of -40%), the calculations are as follows:

Earth:

Build cost points = (67 - 45) * (100% - 40%) = 22 * 0.6 = 13.2,
Required mp for upgrade = 13.2 / 100% = 13.2 / 1 = 13.2mp,
Rush cost 13.2 * 15 = 198 credits and the game shows this exact value.

On Eagle I:

Build cost points = (67 - 45) * (100% - 40%) = 22 * 0.6 = 13.2,
Required mp for upgrade = 13.2 / (100% + 25%) = 13.2 / 1.25 = 10.6 mp (actually 10.56 mp)
Rush cost 13.2 * 15 = 198 credits and again the game shows this exact value.


Peti I gives 18.75 bc/mp.

On Eagle I:

Rush cost / Required mp = 198 / 10.56 = 18.75 bc/mp.
Rush cost / build cost points = 198 / 13.2 = 15 bc/bcp.

So my results for Eagle I matches your result for Peti I.

This means rush cost are depended on build cost points, not on manufacturing points required for that build.

I have verified it. See screenshots: Earth (no production bonuses) and Eagle I Thin Atmosphere (25% bonus). Look at the required turns for the given mp settings.

Planetary traits are applied after the shown mp calculation.

During the game, from where i have taken these screenshots, i have researched building cost reducing techs (-40% for manufacturing improvements, -25% for population improvements). See the difference between the required building turns, even while the (raw) building cost is the same, namely 30.

Calculated build costs:

  • Basic Factory: 30 - 40% = 30 * 0.6 = 18;
  • Entertainment Center: 30;
  • Colonial Hospital: 30 - 25% = 30 * 0.75 = 22.5;

Earth at 30.2mp 

  • Basic Factory 1 turn;
  • Entertainment Center 1 turn;
  • Colonial Hospital 1 turn; 

Earth at 29.7mp 

  • Basic Factory 1 turn;
  • Entertainment Center 2 turns;
  • Colonial Hospital 1 turn;

Earth at 22.2mp 

  • Basic Factory 1 turn;
  • Entertainment Center 2 turns;
  • Colonial Hospital 2 turns; 

Earth at 17.7mp 

  • Basic Factory 2 turns;
  • Entertainment Center 2 turns;
  • Colonial Hospital 2 turns; 

Eagle I at 15mp.

Can even be lower but this is sufficient to demonstrate the difference with Earth (a 0% bonus planet).

  • Basic Factory 1 turn.

Calculated required mp to generate 18 build cost points on Eagle I: 18 / (100% + 25%) = 18 / 1.25 = 14.4 mp;

 

Reply #8 Top

Thanks for the post. We'll check it out. :)