This was much fairer but didn't take into consideration the individual as LRS pre 1.08 was determined by accumulated bell production in the city. The LRS was always a reflection of bell production, NOT CRS.
In 1.08 GRS is calculated more accurately as sum(CRS) / totalPopulation. LRS is calculated more accurately as sum(CRS) / totalColonyPopulation. CRS is generated by producing bells and various King actions.- In v1.08 GRS is determined by how each LBP is affecting every local area.
Outsides count for GRS in vanilla and 1.08.Outsides count for the purposes of GRS.
Not correct at all. CRS is determined by bell production and King actions. It has nothing to do with existing LRS.Every colonist gains a random (%) of RS, which is not related with how many colonists a city has, but determined by LRS.
Wouldn't happen as King actions would modify CRS.This system has a problem, which I will explain with a simplistic example.
Sydney has a population of nine, three elder statesmen and a newspaper since 1550. Declaration of independence comes in 1780. From 1550-1780 Sydney produced a very high amount of bells.
King's Town has a poplulation of one. It has always 0% LRS.
It's generating political points.Unfortuantely, Sydney will not contribute at all from 1550-1880 to GRS. The only thing it will do is increase the size of REF.
Once, LRS is 100% in a town, bells (LBP) should start spreading to other neighbour towns.[/quote]King's town will keep having 0% LRS till 1780.
GRS will be 90% (9 rebels, 1 tory) from 1550 to 1780.
Doesn't sound too bad. But try to answer this question. What is the most efficient way to have 100% GRS and the smallest REF possible?
Now remember: "Every colonist gains a random (%) of RS, which is not related with how many colonists a city has, but determined by LRS."
All you have to do is have a pair of three elder statesmen and roatate them around your cities!
If you have many colonies, use two pairs of three elder statesmen.
If you really want to push things hard, move all your colonists in a city -they don't have to work inside. Get your three elder statesmen inside a townhall with a newspaper, and wait for 40 turns till they all get 100% RS. Now you can remove the elder statesmen from work and spread all colonists around your cities! This will result in the least size of REF and 100% RS.
Let's go back to Australia now.
In the example before, Sydeny had three elder statesmen and the total GRS was 90% from 1550 to 1780.
If Sydeny had only one and King's town had another GRS would have been 100%!
This is a paradox, because in the first case Australia produced 1/3 bells more, but never rised its RS above 90%. In the second case Australia produced 1/3 bells less, but resulted in a 100% RS.
My suggestions are:
1. Let GRS be detrmined by GBP, and not by LRSs.
GRS has never been determined by GBP. And it never should be.
Also, I don't see any logic in colonies affecting the LRS of other colonies. LRS should be reflective of the colonists, not neighbors or it'll be way to hard to track.
Sorry but I disagree. If a statesmen gives a speech in front of 100 colonists, or 1 colonists, each individual colonist makes up their mind as to the speech. Just because there is 100 at the first speech doesn't make the message fuzzier.2. "Every colonist gains a random (%) of RS, which is not related to how many colonists a city has, but determined by LRS."
This results in many problems.
RS (%) gains should be proportional to the number of units, which have less than 100% RS. Hence, 100 units should increase their RS in a slower way than one unit.
This would result in a need of using more elder statesmen, than rotating the same statesmen around cities.
This just promotes smaller empires, something I'm working hard to avoid.3. Let colonists not rise RS, if a nation does not generate a bear minimum amount of bells (GBP) as a function of its population.
This would force players to keep their elder statesmen working all the time, rather than in periods.
It will also create the need to put extra elder statesmen into work, rather than using the same three to turn all the population into rebels.
Remember with the 1.08 system becuase the individual carries the RS (as opposed to the colony) the colonist can be moved and take the RS with them. So if you have a colony that you can't put ES in, then swap the 0% colonists with 100% colonists so the 0% ones can go to the colony with the ES to be converted.
The system in 1.08 (though still with bugs I admit) is a hellova lot fairer and logical than any other system in any of the other versions.