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I'm also testing changes with how the scaling works. Right now it scales 10% per planet size but I'm not liking the weird numbers you sometimes get, I'm testing 25-50% steps in the scaling atm
Scaling table:
Planet size < 12 = factor 0.50
Planet size 12 to 15 = factor 0.75
Planet size 16 to 19 = factor 1.0 (default values)
Planet size 20 to 23 = factor 1.5
Planet size > 24 = factor 2.0
Some modifiers definitely shouldn't scale so I'm picking those out
However I am also not liking the weird numbers you get sometimes (like 4,5% and so on). I thought it was a bug at first. Mainly it's the decimals who are killing it, I'm fine with round numbers.
If I get a size 10 planet with something that should be special, like +x energy per technician, it's already not great since I have very few technician slots on that planet relative to what a larger planet could support.
Inverting the scaling means that it's actually worthwhile to use the bonus on a smaller planet, rather than just ignore it.
I agree!
I generally find the idea of scaling interesting, but currently I feel like it just makes big planets even better and tiny planets even less interesting.
I'm not sure if inverse scaling would be the best solution, but at least that would alleviate the issue with the current system.
I'll have to look at it per modifier. If it makes obvious sense that a modifier should be better on smaller planets I can inverse scale it.
+3 energy per technician on planet size 1-9
+2 energy per technician on planet size 10-15
+1 energy per technician on planet size 16-20
+0.5 energy per technician on planet size 21-25
+0.25 energy per technician on planet size 26+
Then you'll get some large planets with good scaling, some small planets with good scaling, and some horrible Bleak / Toxic Fumes / etc. planets with great scaling.
You won't be double-punished for finding small planets, nor double-rewarded if you get large ones, and the scaling will work correctly even if I install a mod that forces all planets to be smaller, or allows unusually large planets (e.g. Planetary Diversity's Superhabitable biome).
It's surprisingly challenging :P
If we offer better bonus rewards more OFTEN on smaller worlds, with less variance as the key element, in exchange for less bonus districts it might make more sense
Such as:
<9 +2-4 per job +4-6 districts
<15 +1.5-4 pJ +5-8 disctricts
<20 +1-3 pJ +6-10 districts
<25 +0.5-2 pJ +7-12 districts
25+ +0.5-1.5pJ +8-14 districts (inconsistency because offering less than half a mineral as a bonus in a tooltip seems disappointing)
In this manner small worlds make more resources with less jobs, while large worlds get massive opportunities for raw output thanks to specialisation. Although thanks to randomness, it is possible to have a size 20 world with a greater per job bonus than a low roll size 9.
If there was any way to test the basic planets starting districts and scale the maximum mineral districts to hit the planet cap, we would seem to see more randomisation in the modifier, and we would get less ugly empty disctricts on fully populated worlds.
I once saw like 8 empty districts of mining because the world was only size 12.
I definitely agree it can currently feel bad to get a cool big modifier on a small planet.