"Public Economy Bonus" has no effect. 1.03beta6

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ydmatrix2
Posts: 286
Joined: Thu Jun 11, 2020 12:55 pm

"Public Economy Bonus" has no effect. 1.03beta6

Post by ydmatrix2 »

My regime has a 40% public economy bonus. This however has no visible effect on any production number anywhere I can see.

(Btw - note that this bonus is named in 3 different ways in various places:
"Public Economy Bonus" under "State Companies" regime feat in Profiles screen,
"Economical Bonus" in Reports=>Overviews=>Feats and Bonus overview,
"Public Production Bonus" in the *tooltip* of the same "Economical Bonus" line above)

As an example, an agridome that produces 200 food + 19% governor related bonus, but no "public economy bonus" anywhere.

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ydmatrix2
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by ydmatrix2 »

The agridome production:
(also - note a typo on the right column with the production modifiers: Governer => Governor)



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Vic
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by Vic »

Thanks for raising this.

In fact the name is not only 3 times different, neither of them covers well what it does.

Fixed the nomenclatura in next Open Beta with a bonus, now called “Public Industrial Bonus” and applies only to public: Industry, Heavy Industry and Hi-Tech Industry.

Best wishes,
Vic
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ydmatrix2
Posts: 286
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by ydmatrix2 »

Fixed the nomenclatura in next Open Beta with a bonus, now called “Public Industrial Bonus” and applies only to public: Industry, Heavy Industry and Hi-Tech Industry.

This sounds quite a harsh nerf relative to the current described benefit from this bonus.

Does this constriction also applies to the bonus provided by the "Double Shifts" faction stratagem?
And I'm pretty sure I remember one of the Cults giving public economy bonus?
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Vic
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by Vic »

Yes it does.

In fact its a case of the manual being wrong considering the strength of the effect.

For the next version I am leaving this as it is. But i'll take a second look later. You might be right it could use a little boost (maybe making the percentage from the regimeFeat lower, but expanding it to all public production)

Best wishes,
Vic
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zgrssd
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by zgrssd »

Having the Raw Material production fluctuate because it is affect by such a bonus (or penalty!) would be a serious issue. With a temporary one, you could jump from a huge surpluss to a huge deficit in 1 turn.
I do not mind if it only affecst IP, Machines and High Tech Parts anymore.
ydmatrix2
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by ydmatrix2 »

Having the Raw Material production fluctuate because it is affect by such a bonus (or penalty!) would be a serious issue.

The public economy bonus from regime feats on Government profile path is very long term and gradual - not temporary. The public economy penalty from a the Eternity cult (which now gives a research boost with almost no actual downside due to the above constriction) is also long term and gradual.

The only temporary effect I can recall now is a faction stratagem "double shifts" which does exactly what it says - a one time one turn boost (which you don't rely on when planning/balancing your production dependencies).

Personally, I think this mostly kills the Government profile branch for me, except maybe the very first regime feat.
zgrssd
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RE: "Public Economy Bonus" has no effect. 1.03beta6

Post by zgrssd »

ORIGINAL: ydmatrix2
Having the Raw Material production fluctuate because it is affect by such a bonus (or penalty!) would be a serious issue.

The public economy bonus from regime feats on Government profile path is very long term and gradual - not temporary. The public economy penalty from a the Eternity cult (which now gives a research boost with almost no actual downside due to the above constriction) is also long term and gradual.

The only temporary effect I can recall now is a faction stratagem "double shifts" which does exactly what it says - a one time one turn boost (which you don't rely on when planning/balancing your production dependencies).

Personally, I think this mostly kills the Government profile branch for me, except maybe the very first regime feat.
Raw Materials - particular metal - are useless without the IP to make them into something usefull.
And there is a bunch of stuff like roads that needs only IP.
Aside from a few edge cases early game or when I just lost a Metal Mine, I am usually way more constrained by the IP then the metal.

And hte Machine and High tech one just results in a better Conversion ratio (similar to how Agriculture makes Farms more water/food efficient).
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