Testeris010
New Member
- Messages
- 14
Control calculations seems to be not really correct. Currently every vassal civilian need 1 guard, which seems extremely excessive.
There is many places in SimSettlementsConquer:ResourceManager that contributes to this problem.
In RecalculateOutpostData() resources (Rations, Wages, Equipment) is counted when counting NPCs using plot level and then added to resources returned by calling GetWages, GetRations, GetEquipment. Thous functions count respective active plots and levels. So resulting resources is doubled.
On top of that each of this functions add morale multiplayer and vassal multiplayer, where fMultiplier = 1 + MoralBonus + Vassalbonus(1.2) so this multiplayer always is between 2.2 and 3.2
So every plot produce resources between (ResourcePerLevel*Level*3.2) and (ResourcePerLevel*Level*4.2)
For lvl3 plot its between 15*3.2=48 and 15*4.2= 63 what equates the same amount ControlNeeded.
On other hand 1 guard raider recruiter generates 50 control, 25(base soldier) * 2 (guard multiplayer)
There is some other problematic places, like CalculateMoraleGenerated() is called before newly counted population data is saved to OutpostDataStore so the data is calculated based on old counts. Also fCurrentOutpost_ControlPercentage is calculated before fCurrentOutpost_ControlNeeds is calculated. And some other places.
As suggestions.
As i see , control should be based on guard/civilian proportion instead of resource plot lvl. It does no matter if farmer farms 2 or 10 melons it is still 1 farmer.
On other hand guard post level should matter, because guard in concrete bunker with automated turrets can exert more control than one hiding behind cardboard box.
Also may be happiness should play some role, because happy population needs less control.
There is many places in SimSettlementsConquer:ResourceManager that contributes to this problem.
In RecalculateOutpostData() resources (Rations, Wages, Equipment) is counted when counting NPCs using plot level and then added to resources returned by calling GetWages, GetRations, GetEquipment. Thous functions count respective active plots and levels. So resulting resources is doubled.
On top of that each of this functions add morale multiplayer and vassal multiplayer, where fMultiplier = 1 + MoralBonus + Vassalbonus(1.2) so this multiplayer always is between 2.2 and 3.2
So every plot produce resources between (ResourcePerLevel*Level*3.2) and (ResourcePerLevel*Level*4.2)
For lvl3 plot its between 15*3.2=48 and 15*4.2= 63 what equates the same amount ControlNeeded.
On other hand 1 guard raider recruiter generates 50 control, 25(base soldier) * 2 (guard multiplayer)
There is some other problematic places, like CalculateMoraleGenerated() is called before newly counted population data is saved to OutpostDataStore so the data is calculated based on old counts. Also fCurrentOutpost_ControlPercentage is calculated before fCurrentOutpost_ControlNeeds is calculated. And some other places.
As suggestions.
As i see , control should be based on guard/civilian proportion instead of resource plot lvl. It does no matter if farmer farms 2 or 10 melons it is still 1 farmer.
On other hand guard post level should matter, because guard in concrete bunker with automated turrets can exert more control than one hiding behind cardboard box.
Also may be happiness should play some role, because happy population needs less control.