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Consequences of negative res without stored res

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Topic: Consequences of negative res without stored res
Posted By: G0DsDestroyer
Subject: Consequences of negative res without stored res
Date Posted: 27 Sep 2011 at 03:05
Dont know if it's been talked about or considered or whatever, but have you guys considered using a Rome Total War kinda approach? Meaning that building levels will be destroyed when the food is negative/ the peasants are angry at their rich overlords.

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http://live.xbox.com/en-US/MyXbox/Profile?gamertag=G0DsDestroyer" rel="nofollow - Tia mi aven Moridin isainde vadin



Replies:
Posted By: intor
Date Posted: 27 Sep 2011 at 04:00
+1 G0DsDestroyer

Perhaps give players 24 hours to restock food before they start losing building levels, and make the buildings that consume the most food be downgraded first. 1 downgrade every hour, until food goes above 0.


Posted By: HonoredMule
Date Posted: 27 Sep 2011 at 06:46
+1

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"Apparently, quoting me is a 'thing' now."
- HonoredMule


Posted By: GM Stormcrow
Date Posted: 27 Sep 2011 at 07:13
Originally posted by G0DsDestroyer G0DsDestroyer wrote:

Dont know if it's been talked about or considered or whatever, but have you guys considered using a Rome Total War kinda approach? Meaning that building levels will be destroyed when the food is negative/ the peasants are angry at their rich overlords.

Very, very interesting.

We had considered this as an idea, but thought that it would be massively unpopular with everyone, so shelved the idea...

But the (albeit small, so far) support might cause a rethink.  

Thinking out loud here, so forgive whatever follows!

I think we'd have to provide a "small player exemption" from such a rule so as not to penalise those genuinely building cities but who find themselves a bit short through mis-planning etc. But what would constitute a small player? 100 pop? 250 pop? 500 pop?

And if the rule is applied, in what order would we level buildings downs?  Last-built-upgrade is the one that levels down first?

The current idea (cutting off taxes) provides some breathing space for people who have cash reserves, but they then start losing troops if they run out of gold.  

This suggestion (leveling down buildings) would balance food (at the expense of resources expended on the building) but would also reduce taxation (less population = less taxes), so might be a double-whammy of sorts.

The other thing to consider here is that it's not just food anymore.  We don't want (with the new buildings consuming W, C, I & S) people to simply run negative W, C, I & S and still support the new "consuming" buildings - so they'd have to also level down in some order (if they were built but negative), even if food was positive.  

Again, there's a discussion there about what levels down first (by default) - sovereignty (any sov structures that consume non-food base res) or buildings that consume non-food base res...? 

This thread is the wrong place to have this discussion, but I'd be very happy if someone opened a thread on the Suggestions forum and linked it from here - and I'd be especially happy if lots of players participated in the discussion!  

Whilst we're super-busy on fixing the marketplace meltdown atm, and there's a bunch of other stuff to be released, we will be fixing this neg-res loophole very shortly, come hell or high water.  And if there's a more elegant solution that people are happy with, then we're all ears!

Very, very interesting- ty for mentioning it!

SC




Posted By: Albatross
Date Posted: 27 Sep 2011 at 10:02
Obv some buildings are more essential than others. There could be a hidden variable (let's call it "expensability" [from "expendable"]) for each building, the same for all players, which is multiplied by the building level, to arrive at a number. When it's time to cull a building, look for the highest expensibility number. For example, food plots will have the lowest value.

You could make this clever, and specify sets of these variables using a new 'Strategy' or 'Policy' UI drop-down, somewhere near Taxes. This allows you to prioritize particular buildings, e.g. [Military, Trade, Growth, ... ]. Similar drop-downs might come in useful later, in case any growth management becomes automated.


Posted By: Cuddlefuzz
Date Posted: 27 Sep 2011 at 14:18
Originally posted by GM Stormcrow GM Stormcrow wrote:

I think we'd have to provide a "small player exemption" from such a rule so as not to penalise those genuinely building cities but who find themselves a bit short through mis-planning etc. But what would constitute a small player? 100 pop? 250 pop? 500 pop?

And if the rule is applied, in what order would we level buildings downs?  Last-built-upgrade is the one that levels down first?


What if each building * level was "worth" a certain amount of food?

Then allow food reserves to actually dip into the negative, say up to -200 or so, some level that new players are unlikely to hit.

At that point the building "worth" the most food is deleveled and that food value is added to food stores as a one-time gain (with a message like "Your people are starving!  Some have packed up and moved to greener pastures, bringing workers from your [consulate/library/storehouse/etc] with them").  Continuing to run a food deficit will drop stores down to the negative threshold again and the next building is deleveled, etc.


Posted By: Nesse
Date Posted: 27 Sep 2011 at 15:57
Or just don't allow buildings to be reduced lower than, say, level 10, by this mechanism. And start with high level, and make the levelling down take much longer than demolishion does. And probably make it cost a bit to stop it, such as the "fraction demolished"... 


Posted By: Faldrin
Date Posted: 27 Sep 2011 at 16:32
Originally posted by Nesse Nesse wrote:

Or just don't allow buildings to be reduced lower than, say, level 10, by this mechanism. And start with high level, and make the levelling down take much longer than demolishion does. And probably make it cost a bit to stop it, such as the "fraction demolished"... 
 
Why should the deleveling take alot longer than demolizing ?
 
And I would rather have a level 18 saddlemaker go down in level than my level 20 flourmill :P


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Posted By: GM Stormcrow
Date Posted: 27 Sep 2011 at 17:31
Hi all,

I've moved these posts over from the thread in which they started, please continue the discussion here.

Regards,

SC


Posted By: Darkwords
Date Posted: 27 Sep 2011 at 19:50
Its become quite tiresome with the promise to do something about this exploit, but then any changes being delayed for what seems months.  If we are to discuss options, will the rather basic decision to block the exploit be implemented as a temporary solution.  Or does it just mean more delays?


Posted By: GM Stormcrow
Date Posted: 27 Sep 2011 at 19:55
There's dev time scheduled in to fix this exploit imminently.

The question is whether we spend that time on fix a) or fix b)

If fix b) is better than fix a) we'll do that instead.

SC


Posted By: tallica
Date Posted: 27 Sep 2011 at 20:43
Originally posted by GM Stormcrow GM Stormcrow wrote:

There's dev time scheduled in to fix this exploit imminently.

The question is whether we spend that time on fix a) or fix b)

If fix b) is better than fix a) we'll do that instead.

SC


do you guys have a schedule posted somewhere of what you're working on? Or a -new- list of items that are on your plate? it would be nice to see what's coming at us (both big and small).

Needless to say, you guys are doing an awesome job and we all are loving the game and work put into it!


Posted By: Rill
Date Posted: 27 Sep 2011 at 22:07
I suggest doing some thing that is simple and easy to explain.  Not collecting taxes meets this criterion.

On the other hand, de-leveling buildings does have the feature that it would eventually "correct" the food imbalance on its own.  If de-leveling buildings is implemented, I suggest that the most recent building to be upgraded be the one that is de-leveled.  If the imbalance is other than in food, the most recent building to be de-leveled that ALSO consumes that resource should be the one to be de-leveled.  This could get very complex if someone runs out of multiple resources at the same time, so maybe it should always just be the most recent building.

The reason that I propose de-leveling the most recent building to be constructed is that it's easy to understand and explain.

There should be a notification for building de-leveling in the same way there is a notification for building completion.

It doesn't really matter to me which way you close the exploit, as long as it's closed.


Posted By: Raritor
Date Posted: 27 Sep 2011 at 22:13
If your city has no food your people will starve to death, so pop will decrease. I fully support the idea of start autodemolishing buildings after a period of time,


Posted By: Babbens
Date Posted: 27 Sep 2011 at 22:21
Seeing that RTW was mentioned, I dare to suggest this:
in one of the Caesar city builders (I believe #3), there was this neat feature allowing to prioratize buildings and structures.
This way, when there was a shortage of plebs, the first to suffer were the least important ones (as set by the player).
Just substitute plebs with food, with conseguent downgrade of the concerned building/structure. http://en.wikipedia.org/wiki/City-building_game" rel="nofollow -


Posted By: GM Stormcrow
Date Posted: 27 Sep 2011 at 22:25
Originally posted by Babbens Babbens wrote:

Seeing that RTW was mentioned, I dare to suggest this:
in one of the Caesar city builders (I believe #3), there was this neat feature allowing to prioratize buildings and structures.
This way, when there was a shortage of plebs, the first to suffer were the least important ones (as set by the player).
Just substitute plebs with food, with conseguent downgrade of the concerned building/structure. http://en.wikipedia.org/wiki/City-building_game" rel="nofollow -
Something along those lines might be possible - we would still, however, have to have a "default" behaviour for players who hadn't specified their prioritisation; and that default behaviour would have to be the one we went with initially (rather than building a new "prioritisation" interface, which would definitely delay the closure of the loophole, which we're not keen to do).

Regards,

SC


Posted By: Grisna
Date Posted: 27 Sep 2011 at 22:33
Destroying the most recently created buildings in order seems like the best to me.  If you create a priority system then surely it is easy for people to use it deliberately as a faster alternative to demolition.  I can't see a new exploit openning up if it is always the most recent.

In terms of the new buildings, you should address the resource with the greatest negative hourly rate first.  Delevel the most recently created buildings that have an upkeep of that resource first.  Once that resource has a positive balance you move on to the next most negative hourly rate.  Rinse and repeat until all resource rates are positive Clap


Posted By: HonoredMule
Date Posted: 27 Sep 2011 at 22:50
+1 to Grisna.

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"Apparently, quoting me is a 'thing' now."
- HonoredMule


Posted By: Babbens
Date Posted: 27 Sep 2011 at 22:59
No exploit possible if demolition (downgrade) times were the same for both methods (and why shouldn't they be?). It would be just like a "normal" downgrade, only not chosen willingly.

Originally posted by GM Stormcrow GM Stormcrow wrote:

we would still, however, have to have a "default" behaviour for players who hadn't specified their prioritisation; and that default behaviour would have to be the one we went with initially

Just arbitrarily set up one (i.e. barrack more important than tavern), or let it automatically be the construction order, yes.
Then I bet every good player would prioratize to their liking.

I guess you devs are busy enough as it is and nobody likes delays, but I for one would wait for anything valid.


Posted By: GM Stormcrow
Date Posted: 27 Sep 2011 at 22:59
Originally posted by Grisna Grisna wrote:

Destroying the most recently created buildings in order seems like the best to me.  If you create a priority system then surely it is easy for people to use it deliberately as a faster alternative to demolition.  I can't see a new exploit openning up if it is always the most recent.

In terms of the new buildings, you should address the resource with the greatest negative hourly rate first.  Delevel the most recently created buildings that have an upkeep of that resource first.  Once that resource has a positive balance you move on to the next most negative hourly rate.  Rinse and repeat until all resource rates are positive Clap
Precisely what we were thinking here.  Nicely summarised! Star

SC


Posted By: intor
Date Posted: 27 Sep 2011 at 23:00
Also, if there will be a set amount of time before buildings will start getting downgraded (e.g. 24 hours), it might be a good idea, that when food (or other resource) is restored above 0, that the timer until next building gets downgraded is paused for lets say 32 hours, instead of being reset. If the resource again falls to 0 before the 32 hours elapse, the timer resumes where it left off.

Otherwise it would be possible for someone to bring enough resources every 15 hours or so to cover only 1 or 2 hours of consumption, and not lose building levels.


Posted By: Grisna
Date Posted: 27 Sep 2011 at 23:10
Originally posted by GM Stormcrow GM Stormcrow wrote:

Originally posted by Grisna Grisna wrote:

Destroying the most recently created buildings in order seems like the best to me.  If you create a priority system then surely it is easy for people to use it deliberately as a faster alternative to demolition.  I can't see a new exploit openning up if it is always the most recent.

In terms of the new buildings, you should address the resource with the greatest negative hourly rate first.  Delevel the most recently created buildings that have an upkeep of that resource first.  Once that resource has a positive balance you move on to the next most negative hourly rate.  Rinse and repeat until all resource rates are positive Clap
Precisely what we were thinking here.  Nicely summarised! Star

SC

Big smile
Thank you SC




Posted By: Grisna
Date Posted: 27 Sep 2011 at 23:14
Originally posted by Babbens Babbens wrote:

No exploit possible if demolition (downgrade) times were the same for both methods (and why shouldn't they be?). It would be just like a "normal" downgrade, only not chosen willingly.

Step 1 - Build a building you cannot afford.  Instantly complete it with Prestige
Step 2 - The system starts a long downgrade, during which you receive the full benefit of said building
Step 3 - The downgrade completes, and go go back to step 1


Posted By: Tordenkaffen
Date Posted: 27 Sep 2011 at 23:21
In spite of there being an exploit present, I still think we have yet to establish that the exploit is actually being used.
In spite of having had substantial food deficits in some of my cities over time I have only once experienced running out of food completely, and this was rectified a few minutes later, not because I related to it as an exploit but because I found it extremely inconvenient that my entire town shut down all kinds of production. With sovereignty available and the ability to found multiple cities before any minus in food production enters the picture (assuming all farms are lvl 20), its really not difficult making things come together via moving food around from town to town.

More over it has occured to me recently that the food issue presents an interesting opportunity for smaller players to trade/help their larger allies in return for resources, and thus feel that they contribute in a significant way rather than only recieve.

But I am supportive of the idea to delevel town buildings, I merely think, as SC earlier stipulated, that it may hit inexperienced players a lot harder than established players.
Ill leave the GMs to draw the magic line.


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"FYI - if you had any balls you'd be posting under your in-game name." - KP


Posted By: Babbens
Date Posted: 28 Sep 2011 at 08:17
Thank you Grisna for explaining, it didn't occur to me Ermm
but wouln't the instant built building be at lvl 1 and readily destroyed again?
Anyway, never mind, your way is best.


Posted By: Grisna
Date Posted: 28 Sep 2011 at 12:08
Originally posted by intor intor wrote:

Also, if there will be a set amount of time before buildings will start getting downgraded (e.g. 24 hours), it might be a good idea, that when food (or other resource) is restored above 0, that the timer until next building gets downgraded is paused for lets say 32 hours, instead of being reset. If the resource again falls to 0 before the 32 hours elapse, the timer resumes where it left off.

Otherwise it would be possible for someone to bring enough resources every 15 hours or so to cover only 1 or 2 hours of consumption, and not lose building levels.


Originally posted by Tordenkaffen Tordenkaffen wrote:


But I am supportive of the idea to delevel town buildings, I merely think, as SC earlier stipulated, that it may hit inexperienced players a lot harder than established players.
Ill leave the GMs to draw the magic line.

I think there may need to be a few magic lines, as intor suggested.

If you are only slightly negative (say less than 5 below per hour), does it constitute the immediate deleveling of a recently completed level 20 building?  I hope not.

I think some warning is a good idea, and 24 hours is good enough for most people who play at least daily.  For my money I think a full week should go past before the clock is fully reset.  This permits anyone, new player or veteran, to go negative for no more than an average of 3 hours and 25 minutes per day, but still gives a generous 24 hour warning of an automatic building de-leveling.

Who should be exempt?  Since the prestige reward for inviting a friend kicks in when they reach a population of 100, and the 7 day protection period, I would think if either is true (pop<100 or age < 7 days) then you should be exempt.

Just my 2 cents worth,
Grisna


Posted By: Grego
Date Posted: 28 Sep 2011 at 13:12
With this mechanism attacker can demolish city without laying a siege. Few spells with direct army attacks  will leave empty stores, with food production in red. Maybe would be nice to have safe granary inside city walls to delay such outcome.


Posted By: JohnChance
Date Posted: 28 Sep 2011 at 14:40
I share the skepticism voiced by some, that we hear about these changes, and they don't materialize, but I also fully support the de-leveling buildings  option if it can be done in an efficient way. 


Posted By: Cuddlefuzz
Date Posted: 28 Sep 2011 at 15:41
Demoing the newest building/upgrade may not be the most productive.  If I have a food deficit and I'm actively trying to upgrade farms and/or build a flourmill, it will just prolong the struggle and be very, very frustrating if they keep getting demoed.


Posted By: Ander
Date Posted: 28 Sep 2011 at 15:52
I support the earlier update that was planned - sliding of the tax rate when there is a negative resource till it becomes positive. If there are negative resources at 0% tax, advanced resource/units queues should stop. Thus a sliding tax could lead to a partial or complete troop loss as well as stoppage of resource and units queues.

Full stoppage of tax collection without sliding the ruler first, could have disastrous effects. Suppose you are running on positive gold but without much reserve. Someone could blight your food away and cast another blight one that causes -6% food production. If your taxes stop at the negative food, you'll suddenly have a huge negative of gold and will loose all your troops instantly. And all this could happen in just 5 minutes when you are AFK.





Posted By: Ander
Date Posted: 28 Sep 2011 at 16:01
Also someone could be running some constructions that might take a lot of time. It is possible that he did not realize that the completion of this building would lead to a negative income of a particular resource. The next time when he logs in, the building might already have been completed. If he has got some other buildings delevelled because of this it will be a big put off. Nobody should be punished so harshly for not 'doing his math' properly.

Paused queues and 0 tax is enough to make a city useless. No one will deliberately run a city like that. Extra penalties could hurt only the absent minded. (or simple minded). 


Posted By: Torn Sky
Date Posted: 28 Sep 2011 at 19:42
The benefit of running 0 food is maxxing taxes and productivity, by being able to build all lvl 20 production buildings a player is not forced to specialize and can produce adv res faster than a balanced city, the maxxed buildings also offer a higher tax income allowing a larger army or w/e.

Stopping taxes, advance resource, military, diplo unit production, and research upon 0 food would be more than enough to dissuade a player from running negative food long or without a plan.

Running out of the other basic resources should delvl Sov or Tier 2 buildings with the highest upkeep of the neg resource first until it is positive again.


Posted By: Grisna
Date Posted: 29 Sep 2011 at 08:11
As one more thought, whenever you have any resource rate be negative, you don't have to wait 24 hours from your last tax change, but you can only reduce your tax, not increase it.


Posted By: Main
Date Posted: 29 Sep 2011 at 14:40
I'm not sure if any of the following falls under option a or b, but these are my thoughts.

As a rational and self interested new player[1], I will probably abuse this exploit for most of my new cities until I build them an army. I can cart in any gold for thieves or other minor expenses. Its viability seems unbalanced though.

There aren't many long terms builds I can consider that would gain from this exploit, as even a city specialized around resources would find taxes useful eventually. If just to have more money to buy more resources or hire thieves to protect their inventory.

As to, Ander's blight scenario; I agree high level cities would be punished harshly, but they already are. I also have no idea how long it would take to reduce a well stock piled high level city with blight, or whether most high level cities stockpile or maintain positive food growth in order to avoid this scenario. I would imagine they do or should already being doing this, if they expect blight.

Temporarily deleveling a building instantly would be more appropriate, and wouldn't hurt newbies as much. The building would continue to function once there was enough food being produced or in the stockpile.

Also related to Ander and the mentioned update, I don't think negative production of food should have any effect if there is a stock pile, and it seems excessive to stop all queues for such a scenario.

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1. I was up past my bedtime so I'm confused as to how many days it has been since I joined. Also, I think rational choice theory is terribad at explaining most human behavior, and so I shouldn't represent most newbies.


Posted By: Deranzin
Date Posted: 10 Oct 2011 at 11:39
Hello, I am a new in the game, but imho the best solution is this.

 - In case of negative production, but an existing stockpile, there should not be any penalty other than a reduced building time in the queue, but definitely not an inability to build at all. This stands to reason as the population has the food and the resources to live and build, but they have the added strain of the negative economy.

- In case of negative production, but a zero stockpile, it is obvious that one cannot pay the building cost, ergo he cannot build anything new. In case of gold running out I think that already there is an algorithm of losing troops. In case food runs out now, which is the whole point, imho the most reasonable idea is being able to put the city of an "orange alert" mode where you cannot build anything, you produce things with a time penalty, and, the main feature you can CLOSE down buildings you do not need, thus zeroing their food cost, while the "alert" lasts.

- This way you avoid demolishing buildings in case of emergency, which is not really reasonable in reality (e.g. when a real town is in need, does it demolish its libraries .?. Nope, it just closes them down ).

- Plus you also avoid deleveling buildings in case of emergency, which also does not really happen in reality.
 
- When the emergency ends, the city can go out of the alert and the ability to close down buildings, goes away, along with any restrictions and everyone is happy (the possible attacker with the blights, and the defender as well).

I have only been playing for a week, but that is my two cents on the matter.

Have fun ! :-)


Posted By: Albatross
Date Posted: 11 Oct 2011 at 22:36
What would happen in reality?

If food runs out, people would eat less, the workforce would be less effective. In extreme cases of prolonged food shortage, the population would diminish.

If we decouple the direct link between buildings and population, we would mimic reality, by having buildings that need a larger population to run at full capacity than exists in the city. I'd like to see production and other building benefits reduce in these situations, but the building needn't be de-levelled. Just like reality, a down-scaling company won't necessarily rebuild their factory smaller; they can occupy their existing premises at reduced capacity for a while. Indeed it would take more effort to demolish and rebuild than it would to do nothing.

I haven't thought through the detail of this, but the big plus is that building benefit can be instantly reduced, without waiting for demolition. I particularly support the previous poster's suggested prioritisation of specific buildings that contribute the most negative change to 'zero-stock' resources.



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