[Bug/design flaw] Edicts also multiply negative-income
Posted: Sat Jul 14, 2018 11:08 am
Edicts multiply the income of their respective resource by x1.25... no matter whether the gross-income of that resource is positive or negative.
I really don't think that this can be intended.
Editcts should only impact the buildings that actually produce something, not that use it.
I just used the "Running Hot" edict in my capital with 2 plasma ioniersers as a means to prevent energy-shortage... but the effect was: Even more energy-shortage as the "output" of things that require a resource was multiplied aswell, bringing me from a small energy-deficit to a moderate one.
So I think the code for when edicts work should be on building level rather than on a city-level and only if the generation of the resource in question is > 0.
I really don't think that this can be intended.
Editcts should only impact the buildings that actually produce something, not that use it.
I just used the "Running Hot" edict in my capital with 2 plasma ioniersers as a means to prevent energy-shortage... but the effect was: Even more energy-shortage as the "output" of things that require a resource was multiplied aswell, bringing me from a small energy-deficit to a moderate one.
So I think the code for when edicts work should be on building level rather than on a city-level and only if the generation of the resource in question is > 0.