PaNonymeB
Well-Known Member
I already explained why I don't think the multiplicative nature of the formula is wrong :
I think there are actually several issues with the current formula :About how the formula should be reworked :
We can approximate the total production of a city by B×Q×E where B = 1+production boost, E = number of expansions, and Q = base production per square. Q is depending on chapter progress (unlocking upgrades) and AW levels (allowing cheaper upgrades, better production,...). And the AW power acts mostly as a multiplicator (as most of AW powers are calculated as a % of something which increases as you advance.) So the multiplication of factors is not what's wrong with this formula.
The first issue is that Q doesn't grow exponentially with chapter. Actually it looks closer to linear. (Else the B×Q×E would have grown much faster than the former squad size roughly proprtional to Chapter^2.)
Thus a (1+Boost)×f(Techs)×(1+x×AW levels)×Expansions sounds right to estimate production of a city if AW are well balanced (although the f(Techs) shouldn't be exponential, or productions should be rebalanced). And if AW are not well balanced, the problem doesn't come from the formula. And about "end-chain" AWs that give e.g. KP or ranking points and doesn't help tournaments, they give the rewards you'd lose due to tournament costs increased, so it sounds right to put them into the tournament cost formula considering INNO's goals. (Although the ×Expansions doesn't work well with fighting, as you can't use a lot of your city space to produce troops.)
But, the formula fails to make so that "if you increase your production by 10%, your costs will only increase by e.g. 5%". To achieve this, you'd have to put a square root (or another power x<1) above the whole formula. That's the mathematical function that translates an 1% increase in production to a ~x% increase in cost.
- The first issue is, as said above, you only have 3 troop producers and you can't use extra expansions to produce more troops, while the formula considers you can and thus failsto accurately estimate ability of a city to fight. Multiplying by expansions only works well with catering.
- Also, all AWs effects increase as your city grows so that it makes sense to make AW levels act as a multiplier, but several of these are scaled on factors quite independent on techs and expansions, which can create weird optimizations like trying to increase AW effects without increasing tournament costs. One fix could be to change how AW effects are scaled (see the suggestion I made yesterday).
- Third, the tech factor shouldn't be exponential given how the first 16 chapters are balanced. But the following chapters can be balanced accordingly to this exponential factor. This would partly fix the issue, although chapter 16 would remain a bad spot if the exponential factor stays.
- The fourth issue is that it fails to make sure that every progress always gives more benefits than costs. But this simply can't be true unless they don't make the tournament costs depend on the city at all, as some players will always be uninterested in some techs and AWs. That's why I think they lied when they said this (see quote below) and thus the balancing of the formula should indeed consider the benefits of a tech/wonder/expansion for a player on average.
- Finally, if all AW levels cost us roughly what an AW level would benefit us on average, it means we should only build and upgrade AWs that would benefit us the most. The problem is, there is only a limited number of such AW levels and the last added levels aren't interesting enough to be worth having, which means they'll probably not add more interesting AWs, and thus if AWs from next chapters aren't interesting enough we'll hit a cap where all the remaining AWs we can build or upgrade would cost more than it would benefit. Some people already hit this cap and are now to delete the extra AWs they built after upgrading all the useful ones.
About the scaling of costs (not about the changes made on catering and fighting) :
Rethinking of it, I think it might actually be our assumptions about how Inno wants to balance the game that are not correct, which would be logical since they're possibly lying (one more time) about it.
- Either they want tournaments to be available for everyone no matter of their progress. Then Tournament performances mainly depends of what we choose to put in our city rather than in our progress. This means, a city that doesn't focus in Tournaments exclusively will have a harder time in Tournaments than a city that does, even if the first one is higher advanced.
- Or they want tournaments to reward progress, and thus make so that an advanced city can do much more tournaments than a beginner/mid-game city.
When they said it, I pointed out that
In other words, one of the quotes was wrong, and we assumed the wrong one was this sentence quoted above in the middle of a long post :
But I think they really meant Player B should pay 2000, and they actually lied in the announcement. Else, why would they have ever made tournament costs depending on the city ? Even before the changes, they made Tournament costs increasing with chapter progress by linking them with squad size, to ensure that players from all chapters roughly have the same difficulty to get the resources needed for the tournament. But, squad size didn't estimate overall city progress very well, as two cities with the same progress could have very different tournament costs depending on optional squad size upgrades they took, and it didn't take into account important parts of progress which are AWs and expansions from map scouting (which are even the only thing that make yor city progress past end-game). So they improved the formula, and the new formula actually works well, giving numbers close to squad size for most of cities and better estimating power of very powerful cities like @CrazyWizard's. And taking into account wonders that doesn't help with tournament is fine too : you choose which wonders you level, if you focus on ranking points you could level Thrones that will on the other side make your tournaments harder than some who focused on Tournaments and leveled Monastery instead, even if you have more overall AW levels :
This I already explained :
So, if they lied about their intentions and actually don't want progress to help much in Spire/Tournaments, then the scaling of Spire/Tournament costs is well-balanced. Else they'd better make costs not depending on city at all.