Bug: Xeniteflowers doesn't boost headquarters

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whaleberg
Senior Corporal - Destroyer
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Bug: Xeniteflowers doesn't boost headquarters

Post by whaleberg »

For some reason, the +50% bonus from xenite flowers doesn't modify production from the headquarters building. I don't know if this is deliberate to prevent running out of minerals, but it's a weird inconsistency.
SephiRok
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Re: Bug: Xeniteflowers doesn't boost headquarters

Post by SephiRok »

It's actually intended. Modifiers are applied more or less how they're listed. Meaning, morale modifies worker production, territories modify workers+morale and buildings modify workers+morale+territories, ...
Rok Breulj
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whaleberg
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Senior Corporal - Destroyer
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Re: Bug: Xeniteflowers doesn't boost headquarters

Post by whaleberg »

Ok. The way I expect modifiers to work is more like:

Code: Select all

sum[all production sources] * product[all percentage modifiers] 
If the help text was modified to say "50% bonus to worker production than it would be more clear.
SephiRok
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Re: Bug: Xeniteflowers doesn't boost headquarters

Post by SephiRok »

If you read the Xenite Flowers description you'd know they are used as a human drug. :-P

We also did it this way because it doesn't make too much sense that morale increases constant building gains. Machines don't get happy!
Rok Breulj
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whaleberg
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Re: Bug: Xeniteflowers doesn't boost headquarters

Post by whaleberg »

Yeah, I know it's a human drug :) I figure that buildings would be affected to, the headquarters isn't actually doing the production itself, it's the human staff working there. Really though, it's just my sense that a +50% modifier means exactly what it says, unless it is qualified in some way.
Maniac
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Re: Bug: Xeniteflowers doesn't boost headquarters

Post by Maniac »

It makes sense to me that the Flowers only affect workers, but this should be specified in the tooltip to avoid confusion.
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