Originally posted by korn469
well it sounds like if a Philosophical leader builds the wonder that grants faster GP's then that civ will have a major advantage in the game. Also financial looks like one of the weaker traits, especially if you compare it to industrious.
well it sounds like if a Philosophical leader builds the wonder that grants faster GP's then that civ will have a major advantage in the game. Also financial looks like one of the weaker traits, especially if you compare it to industrious.
Multiplicative:
Total = Base * (1 + Modifier1) * (1 + Modifier2) * (1 + Modifier3)
Additive:
Bonus = Base * (Modifier1 + Modifier2 + Modifier3)
Total = Base + Bonus
Great People. The modifiers are what? Let's say the wonder gives +50%, Philosophical trait is +100%, and you are running Pacifism which gives another (let's say) 50%. Let's take a base of 10 birth rate increase per turn.
Multiplicative
(10 * 1.5 * 2.0 * 1.5) = 45 per turn
Additive
10 + (10 * (0.5 + 1.0 + 0.5)) = 30 per turn
If we take away the 50% bonus from the wonder, leaving Philosophical and Pacifism as the only bonuses, it would look like this:
Multiplicative
(10 * 2.0 * 1.5) = 30 per turn
Additive
10 + (10 * (1.0 + 0.5)) = 25 per turn
Note that under the Additive math, the worth of any given bonus is NOT AFFECTED by the presence or absence of other bonuses. The multiplicative math causes each additional bonus to stack exponentially.
Multiplicative math is the bane of game balance.
Most imbalances in games result from runaway multiplicative math.
Take Diablo II, for instance. In the original release version of that game, the Corpse Explosion skill would detonate the fallen bodies of enemies, doing a large percentage of their total hit points in damage to surviving enemies in range. The problem is, in games with more players, the hit points of the monsters would increase, and so would the damage from the Corpse Explosion. So Corpse Explosion was just as effective in an eight player game as when by yourself, yet you could rack up a lot more experience for a fight that wasn't any harder. Compare to other skills that were not multiplied, which were increasingly LESS effective with more players in the game (which was supposed to be the idea!)
If Civ4 is filled end to end with multiplicative math, it is going to be unbalanced mess. I would take the fact that one trait combo has been deemed unbalanced, where the bonuses multiply each other, as a good sign.
- Sirian
EDITS: I was adding the base in twice, corrected now.
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