Supply Attrition Under 2.2.503248

After looking at all of the traits that are available under all of the Ideologies on the Cultural Progression screen, it appears that every one of them is intended to benefit the player - all of them except for the Independence trait under the Individualism Ideology.

As shown in the first screen snapshot below, the text for the Independence trait says" 15% increase to Supply Attrition from colonies".  An INCREASE to Supply Attrition would be a negative for the player so I thought it was an error in the text, but when I acquired the trait I found that the description was correct.

The second screen snapshot shows that the Supply Attrition for one of my planets named "Arahael I" was 77% before acquiring the Independence trait and the third screen snapshot shows that the Supply Attrition increased to 87% (that is not a 15% increase, but I am not going to argue the math here).

Why would you have a trait that you spend culture points on that hurts the player?  Was it your intention to DECREASE Supply Attrition?

38,069 views 7 replies
Reply #1 Top

I think 15% of 77 gets you to 87.

 

I think Supply Attrition is confusing.  But the larger the number the less supply attrition.

Reply #2 Top

Quoting perrya555, reply 1

I think 15% of 77 gets you to 87.

Think again.

Quoting perrya555, reply 1

But the larger the number the less supply attrition.

How did you come to that conclusion?

Reply #3 Top

Quoting perrya555, reply 1

I think 15% of 77 gets you to 87.

I think Supply Attrition is confusing.  But the larger the number the less supply attrition.

Sorry Perry, wrong on both - 

1) If additive 15% + 77% = 92% , or if multiplied - 15% of 77% =.1155 and .1155 + .77 = .8855 which would round down to 88%, so heaven only knows how they got 87%

2) tooltip clearly says that the number represents the output lost, so the bigger the % the greater the loss

Reply #4 Top

Thank you.

Reply #5 Top

Yeah the XML uses this modifier:

    <Stats>
      <EffectType>ColonySponsorDecayMod</EffectType>
      <Scope>Global</Scope>
      <Target>
        <TargetType>Colony</TargetType>
      </Target>
      <BonusType>Flat</BonusType>
      <Value>0.15</Value>
    </Stats>

The 0.15 should be -0.15. I'll make a mod for it to fix it in the mean time.

You can get the mod here: https://www.galciv4.com/mods/manager

It will require a new game to take effect though.

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Reply #6 Top

And if I may add, there's another general bug/miss behaviour here which is that those Flat bonus really aren't: it's a percentage of the current attrition.

The way it currently works is: Colony with 50% Attrition gets down to 42.5% attrition after you get a 15% bonus.

The way you would expect it to work is: Colony with 50% Attrition would get down to 35% attrition after you get a 15% bonus.

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Reply #7 Top

One more thing, reading all the instance in the XML where ColonySponsorDecayMod is used, I can see a patern emerge where some negative events related to unrest in your civilization or a call for more autonomy for your colony results in increased attrition. So my guess is that the Independence culture trait was put in the same basket, aka more independence for your colony means more attrition.

I agree with Paul though that no culture trait should yield you a negative for your civilization. This should be changed to reduce attrition and not increase it.

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