And again you are only considering the cost, but not the benefit of the Wonders. For example the Mountain Hall lv. 30 gives 15% of your working population. If you have twice as much space than you can build twice as many manufactories and residences. And therefore the Mountain Hall will give twice as much population. The same happens when your population per square is doubled. The other benefit of the lv. 30 is an 20% production boost to all your boosted goods. This is also an multiplicative bonus. If you have twices as much space for production or you can produce twices as effitiently per square then the Mountain Hall becomes twice as usefull.
If the benefit of the wonder is multiplicative then why shoulden't the cost be?
If you believe that there are wonders that only give an additive boost then please give examples. I do admit that your normal squadsize is only increasing quadratically. However the wonders relying on it all have a second boost (training speed, unit damage or training size) that do work multiplicative.
@Karvest O.k. so troop production is not rising as quickly as population or culture. That sounds like much more usefull feedback then just insulting anyone claiming that there is exponential grows. If you belive that this is a serious problem, then how about suggesting that the grows should be adjusted to align?
So if those wonders are in the same league as the sunset towers then the same factor should be acceptable, right? I do agree that the current penalty is to high for these wonders, but that does not mean that the entire formula is wrong; just one constant.
We are considering benefits vs rewards.
A 15% pop bonus does NOT give you twice as much space.
I have no clue how you pop up these numbers.
First of all a mountain hall cost about 1 expansion of space (extra difficulty) then it adds extra difficulty per wonder so for 15% you add 30 times a wonder diffculty. since expansions are multiplies with wonderlevels theis is an extra diffuclty x extra difficuly 30 wonderlevels.
but again multiplications, so once you add another wonder, that expansions you needed for the mountain halls becomes more expansive again because of the new wonder.
and once you add an exta expansion for that new wonder the wonderlevels from the mountain halls become more expsensive per level because of the extra expansion.
Yes up to a certain point wonders and expansions make sens, but once you reach a certain tresahold of research expansions and wonderlevels, at that point each aditional research, each aditional expansion and each aditional wonderlevel adds more difficulty to the tournaments thay you gain advantages in the tournaments.
because research x expansions x wonderlevels you create a lever effect,
If you gain 0.03% benefit (your example)
untill you reach a certain point you get +0.03% improvement and 0.01 cost as an example.
But as a certain point number are going to stack up so your wonderlevel still adds 0.03% improvement but at the same time adds 0.06% difficulty and from then onwards each expansion, each research and each wonderlevels adds more difficulty (cost) then improvement,
If the formula for example would be:
research + expansions + wonderlevels then you could day each wonderlevel adds 0.03% benefit + 0.01% difficulty
but it's not an additive ist a multip[lication so if research reaches the stage of value 5, then each wonder adds 0.05% difficulty and if expansions reach the value 7 then each wonderlevel adds 0.35% difficulty because you multiply the difficuly (0.01) with research (0.01*5=0.05) and then with expansions (0.05*7=0.35)
Now every wonderlevel adds 0.03 % advantage and 0.35 difficulty/ so the added difficulty is almost 12 times as high as the advantage.
Because you multiply values there is a semi fixed bonus (there is some fluidity in there on the goods production side, and non one the unit production side) but youthere is a fluid value of added difficulty.
This formula is bad because of that fluid difficulty. if your numbers stack up badly your added difficulty
Again from a cost vs rewards analisys at a certain point evolving your town does no longer make any sense as the costs far outweigh the benefits.
For a while you pay $10 for a $100 dollar item but that cost grows and grows and grows and then at a certain point you pay $500 or even $1000 for that same $100 dollar item
It's all about cost vs benefit. thats what this whole thing is about.
If there was even a small cost vs benefita advantage troughout the whole game even if it was $99 vs $100 you would not see like 200 pages of negativity in 3 threads on 2 forums about this change.
We are not idiots, we can do our math.