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29
Any way to get rid of settlements?
2 min temu
Charles
Początkowo opublikowane przez BastardSword:
Would not surprise me at all if TC was spending way too much on samurai and then blaming his lack of income on admin costs. Again I have literally never seen a province give me negative income. I don't even think it's possible.

Worst performing province I've ever seen is something like Sagami, which is Hojo's blacksmith province. It has barren farms and no economic specialty building other than a port. Because it's a blacksmith province I usually only build military buildings there, and it ends up making me like 100 income. But it's still positive. Hyuga and Kawachi are even worse because they don't even have a port, but because they aren't military provinces I'll probably at least put a market there which improves their growth.

Again, admin costs are a percentage reduction, not a flat negative number. Military upkeep is a negative number. Losing trade via blockades or raids is a negative number.

I don't think I actually had any samurai when I posted this. The exception being a singular unit I started with. Also I never said I had a lack of income, I just said the admin cost mechanic is dumb. I think you are misunderstanding where I am coming from here.

First lets actually clear up how the admin cost gets applied. Your tax income is a percentage of the total settlement wealth. So if your tax rate is 30% and the wealth is 100 you get 30 gold. You then have modifiers that can go onto that, such as the metsuke. They will affect that tax rate modifier of 30%. So the tax rate modifier will rise above or drop below what the base tax rate is. So you might pull in 40% if you have an agent boosting it by 10%. If you take all of the positive modifiers to the tax rate, and multiply it by your admin cost percentage, then you get a new value. This value is added as a modifier to the tax rate. So if you have a 50% admin cost and a tax rate of 30% the it will be adjusted to 15% of that settlements tax that you are getting. So the breakdown will be something like tax rate +30 then another line item will be admin cost -15, giving you an effective tax rate of 15% of the settlement income.

Now lets go into how taking a settlement can be a net negative. In my game, if I were to take a settlement, it would raise the tax modifier in my settlements by a minimum of 0.4%. If I have an agent boosting the tax rate the number is higher, that is the best case number. So I am loosing 0.4% of the total gold value of that settlement. So that is 4 gold for every thousand wealth. If the total wealth value of all of my settlements is greater than 50k, the tax revenue lost would be greater than a 200 tax value settlement. So when I take that settlement my total tax revenue would decrease. The settlement wont display a negative number, but the loss it inflicts on every other city will outweigh the value it adds. This becomes much more pronounced if you have agents boosting some high value cities. You can hit it much lower that way.

This is before considering adding any sort of garrison to the city, which will cost upkeep. You could also build a market and max level farms but those run into some issues also. The AI loves upgrading castles and you are probably going to run into food issues due to that. If its upgraded even once, then breaking even on production is the best you can hope for with a max market and farm. Food bonuses could arguably be more powerful than any sort of growth and income that market will give you long term.

If you only build the farm, then its not going to get you as far as you think. The max level farm provides 950 gold. Best case scenario you will need to wipe out 600 of that because all settlements start with at least the rice patties, so its included in the starting value. That leaves you with 105 tax income at the normal level before you take out the admin cost. It's like 63 tax income at a 40% admin cost. So now you can say the potential of that settlement is 263.

I should also explain how big of an impact agents and tech can have on it as well. You essentially take your admin cost as shown in the ledger screen and multiply the towns effective tax rate by it. So in a settlement with 30% tax rate 10% admin cost reduces it by 3. So you lose 3% of that settlements value to admin. If you add a good agent and tech you could add like 58% to that 30% for a total of 88% tax rate. Then that same admin cost costs you 8.8% of that settlements income, or almost 3 times more. This makes that 50k settlement value effectively much lower. Particularly because your agents will be in your highest income settlements.

There are a ton of other factors that could be considered. However, the idea that taking a settlement could cause a net loss is kinda silly. I would agree that it's not something that will happen all too often, but its entirely possible. The fact that it can happen at all is a huge flaw in the system.

I originally made this thread because I was intending to see what options are available to work around the admin cost. I already dislike the way its implemented, but figured I would try to work with it. I eventually decided the juice really wasn't worth the squeeze and got rid of it. It has nothing to do with perceived difficulty, its just the whole implementation rubs me the wrong way. It is essentially a runaway difficulty mechanic that can eventually discourage the main gameplay loop if you don't play the game in a conventional way at a conventional pace. Removing it also seems to be helping the AI out a bit, so that's rather nice also.
7
There's no point in being quiet
2 min temu
Flailmail
Początkowo opublikowane przez MrSuneko:
Początkowo opublikowane przez Flailmail:
stealth is tricky in this game, its not line of sight based its radial and action based. Jumping, sprinting, etc all increase the radius by a set amount. The buffs to stealth are all multiplicative (meaning if you combine boots + expert perk zombies will essentially forget you exist).

All weapons/items that make noise in the game do so in a radius around the player, this can be used to control zombie aggro (taunting makes noise) and change zombie direction, the radio is an extreme example of this but firing a gun once or twice usually draws all attention to you.

The stats for this game are on a google doc thats posted on the reddit, i suggest giving it a look and youll see what i mean and why its tricky. This not being explained at all to the player doesnt help but seeing these sheets will clear alot of wierd things that arent explained at all in this game up (like how butcher, headhunter, and a few other perks are 100% useless: without being the expert version you will reach no discernible breakpoint).
I heard about the expert skill and ranger boots lowering aggro a ton but still stealth does become thin in it's use when in forced combat almost all the time so it's weird.

i agree, being able to sprint/kick your way through most of the open designed maps kind of makes it redundant. I did mess around with it on a few builds when i was first leveling up; id use boots + expert quiet steps and just run around collecting all the rare samples + supplies for team. If you use it on the new maps it can help a tiny bit if your in like the back of a store or something, but other then that its useless. On the power plant map however because of how the zombies are so spread out you can essentially turn the game into a walking sim having such a low detection radius, it allows for some niche scouting/supply collecting builds but i wouldnt want it on any of my nightmare toons.

without the boots/perk though you can be stealthy enough just so long as your not firing guns imo. Melee as your main and gun as a tool to get through/out of tight spots was the theme for the main game and works well here when mastering both.
73
Is the playerbase overall friendly and outgoing?
2 min temu
O n z e
Na forum „Sultan's Game Bug Reports
0
欢愉之馆和朱娜纵欲折岩奢靡失败
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8
Best ring?
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Saint Lucifer
Na forum „Stoneshard Discussion
3
Nuggets
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Bobucles
1
Longline fishing
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palladiamorsdeus
5
Increasing staff limit?
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Blackstone30
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11
Should I get this or will it be woke?
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7
Creative use of Smart (Programmable) Splitters
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mikemonger
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