Damaged facilities produces 50% more goods.
Moderators: Balthagor, Legend, Moderators
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- Colonel
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- Joined: Sep 07 2019
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Damaged facilities produces 50% more goods.
Not really logic is it? The more they are damaged the more they produce, 50% is just an average. Kinda explain why the ai has such a problem with repairing huh?
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Damaged facilities produces 50% more goods.
Can anyone confirm this?
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- Colonel
- Posts: 417
- Joined: Sep 07 2019
- Human: Yes
Re: Damaged facilities produces 50% more goods.
It seems it only does it when selecting loyalty penalties. That 1 time you try the option again. I guess ill have to try another vanilla game with the loyalty penalty option and post some screen shots.
Without that option production is the same when damaged.
You think all the confusion about this loyalty option was worthed it? Makes the game more indepth? If no one knows how it works, i guess it does.
Im still not 100% about this, altho i think the mix up got corrected and now its just a mather to find out how it works. If/when i care.
* note to self*
Production penalty
culture expense
law enforcement expense
more?
Without that option production is the same when damaged.
You think all the confusion about this loyalty option was worthed it? Makes the game more indepth? If no one knows how it works, i guess it does.
ZEvans96 heeft Supreme Ruler Ultimate 30 okt 2014 om 1:52
Loyalty Option
So I read on the forum that Loyalty is default on and that checking the option when setting up a game for Loyalty is actually taking loyalty off. Because of the wording of it in the settings I am very confused so would a dev please tell me how this works? lol.
Because from the wording it makes it sound like if I check it, it turns loyalty penalties on...
So yeah, just some open questions on steam.... The guy actually reporting you the mix up, got banned lolZaptoo heeft Supreme Ruler Ultimate 10 apr 2019 om 23:04
Was this ever resolved? I've seen multiple threads and can't seem to find a consistent answer...
#16
Im still not 100% about this, altho i think the mix up got corrected and now its just a mather to find out how it works. If/when i care.
* note to self*
Production penalty
culture expense
law enforcement expense
more?
- Balthagor
- Supreme Ruler
- Posts: 22099
- Joined: Jun 04 2002
- Human: Yes
- Location: BattleGoat Studios
Re: Damaged facilities produces 50% more goods.
I'll have to check it. We didn't plan to make it an option, but some players complained about the penalty for building in non-loyal territory so we created an option to turn off the penalty.
Let us know if you find a test case that shows a bug exists.
Let us know if you find a test case that shows a bug exists.