True % boosts

This is how bonuses are calculated (they say so):
But the rounding is in fact equivalent at no bonus in many cases .
9 x 1.1 = 9.9 --> 9 -->> .9 lost
10 x 1.1 = 11 --> 11 --> "fair" case
11 x 1.1 = 12.1 --> 12 -> .1 lost
I suggest to spare those .x
There are 2 ways. Choose your favourite one.
1.
They are not forgoten and are agregated next rounds
Lets say we have :
9 x 1.1 = 9.9 --> 9
6 x 1.1 = 6.6 --> 6
11 x 1.1 = 12.1 --> 12
That would become
9 x 1.1 = 9.9 --> 9 (and .9 for later)
6 x 1.1 = 6.6 +.9= 7.5 --> 7 (and .5)
11 x 1.1 = 12.1 +.5 --> 12 (and .6)
2. They randomly rounded so the average reflects the true percent bonus
Lets say we have :
9 x 1.1 = 9.9 --> 9
6 x 1.1 = 6.6 --> 6
11 x 1.1 = 12.1 --> 12
That would become
9 x 1.1 = 9.9 --> 9 (in 10%) or 10 (in 90% cases)
6 x 1.1 = 6.6 --> 6(40 %) or 7(60%)
11 x 1.1 = 12.1 --> 12 (90%) or 13 (10%)
Why to do this ? it is more "mathematicaly fair". A bonus is a real bonus as presented and each percent is worth it. The points are dispensed in a smoother way.
That system is more scalable 1% 2 % 3% .... each bonus gives really different results.
Of course the amount of the points given by the current system is very low. 10% with the suggested system is way more that the official 10%. Changing that system will imply changing the current race bonus values.
Why is it interesting ? Because it gives the ability to tune bonus and malus more accurately for races. Because it gives the ability of generating more different levels of power for the races.
techgump wrote:How are racial capacity bonuses calculated?
There are 6 races that have capacity bonuses (or alterations); Insectoids +10%, Vampires -10%, Pumpkins +15%, Arachnids +10%, Reptiles +10%, and Dragons +10%. You basically take base number for your attack/defense rolls or your spawn rate and multiply this by 1.05 for a 5% bonus, 1.1 for a 10% bonus, and 1.15 for a 15% bonus, rounded down. That means that you won't get a bonus troop for insectoids unless you would normally gain 10 troops.
9 x 1.1 = 9.9 --> 9
10 x 1.1 = 11 --> 11
*Please note for that the racial penalties, totals are rounded up. Multiply by .95 for a 5% penalty, and .9 for a 10% penalty.
But the rounding is in fact equivalent at no bonus in many cases .
9 x 1.1 = 9.9 --> 9 -->> .9 lost
10 x 1.1 = 11 --> 11 --> "fair" case
11 x 1.1 = 12.1 --> 12 -> .1 lost
I suggest to spare those .x
There are 2 ways. Choose your favourite one.
1.
They are not forgoten and are agregated next rounds
Lets say we have :
9 x 1.1 = 9.9 --> 9
6 x 1.1 = 6.6 --> 6
11 x 1.1 = 12.1 --> 12
That would become
9 x 1.1 = 9.9 --> 9 (and .9 for later)
6 x 1.1 = 6.6 +.9= 7.5 --> 7 (and .5)
11 x 1.1 = 12.1 +.5 --> 12 (and .6)
2. They randomly rounded so the average reflects the true percent bonus
Lets say we have :
9 x 1.1 = 9.9 --> 9
6 x 1.1 = 6.6 --> 6
11 x 1.1 = 12.1 --> 12
That would become
9 x 1.1 = 9.9 --> 9 (in 10%) or 10 (in 90% cases)
6 x 1.1 = 6.6 --> 6(40 %) or 7(60%)
11 x 1.1 = 12.1 --> 12 (90%) or 13 (10%)
Why to do this ? it is more "mathematicaly fair". A bonus is a real bonus as presented and each percent is worth it. The points are dispensed in a smoother way.
That system is more scalable 1% 2 % 3% .... each bonus gives really different results.
Of course the amount of the points given by the current system is very low. 10% with the suggested system is way more that the official 10%. Changing that system will imply changing the current race bonus values.
Why is it interesting ? Because it gives the ability to tune bonus and malus more accurately for races. Because it gives the ability of generating more different levels of power for the races.