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Cyclical Credit Income Rate change and Economic Freefall

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wargamer620:
I was playing as the new republic today when I noticed something weird, my saved up credits were vanishing rapidly. I hovered my mouse over to see the income rates and my planetary income was positive, so was my trade income, and my fleet expenses were slightly less than my trade income. Despite this, the income rate was fluctuating rapidly cycling from about +60 to about -20 at which it would roll over back to +60. I dont think it was constant in the meanwhile either but rather the number updated too infrequently to give the full picture. Eventually my bank account hit zero and continued to fall(despite my attempts to offset the glitch with extra trading posts.) After I quit the game I went to the economic charts and saw that the same thing had occurred to each of the AIs and although they had managed to stop it somehow they were unable to regrow their credit count.

Corey:
That's not a glitch, and is documented in a few places. Every ship has its own upkeep cost associated with it directly, on top of the flat percentage you pay from the research itself. The ship infocards tell you how much they're costing per second as well, (for AI purposes, since they deal better with larger amounts the cost is actually paid every five seconds instead of every second), and because of how the game cycles things (it applies on the buff firing, not on every economic cycle second), it's never going to be completely in sync with your actual income. So, how much money you're making in the breakdown is correct, but how much you're spending is not. There is, unfortunately, not a satisfactory way around this while still keeping the upkeep.

wargamer620:
thanks for the response, sorry to waste your time, I had considered that it may be what you said but I got fooled by the fact that both of the AI's and I must have picked close the exact same moment about 2 hours into the game to drastically expand our fleets  so the graphs made it look (to me) like something weird was going on since we all had our income nose dive in tandem. The cyclical nature mentioned also fooled me, my bad. Thanks for making such an enjoyable mod!

Corey:
No problem, glad you enjoy it.

Furious_Toaster:
Sorry to bring this back up but this feature does seem to be working strangely. I noticed this my first time playing a campaign well into the late game, and have noticed it in every single match since. The problem, unless you look for it does not rear it's head until the late game where it is impossible to maintain a positive  credit income with a full fleet (maxed out empire tree). So I sat down and decided to try and figure out what was happening and why.

I started a new game on the Dissolution map with four normal AI players and myself. My intention was to see how the effect was late game but I noticed it fairly early. I was playing as Imperial Remnant and had yet to do any empire research so had the base 3 command and 60 supply with upkeep at 0%. My fleet consisted of 3 ISD Mk Is, 1 Dreadnaught, 2 Escort Carriers, 2 Lancer Frigates, 8 Carrack Cruisers, plus the two Mu scouts leaving me a total of 14 unused fleet supply. According to the info cards, the ISDs each cost .2 credtis/sec, and the rest .0 credits/sec. Since I cannot actually tell how much that adds up to I assign .05 to the .0, which gives a cost of 1.15 credits/sec for my fleet, which if triggered every 5 seconds as mentioned above would come out to 5.75 credits/sec.

My credit income was entirely from planetary taxes and gross tallied at 18.2 credits/sec from two planets. However, my net income would start at the gross 18.2 credits/sec and would drop by .1 credits/sec every half-second until it reached a sum of 8.6 credits/sec and then it would reset to the 18.2 credits/sec and begin the cycle again. This, however, does not seem to actually hold over into the actual tics and amount of credits received. So, in terms of actual credits received I followed the tics and tracked them: starting at 864=>859=>873=>868=>882=>877=>890=>886=>899=>894=>908=>903=>917. So over six tics, being six seconds, I tracked each interaction. Each tic I would gain 14 credits and then lose 5 credits before the next tic, however, my credit income should have been 18.2 credits/sec with a loss of maybe 2 credits/sec from what I could see in game. If the upkeep payout occurs every five seconds as accumulated over that period I ought to lose up to 10 credits every 5 seconds, however, this does not appear to be the case. Over the course of five seconds I had lost 24 to 25 credits on top of the amount already deducted from the gross income of 18.2 credits/sec which was about 4 credits/sec lost additional. In total, over five seconds I lost 44 to 45 credits total as opposed to the roughly 6 credits that, according to what I can see on the infocards, I ought to lose every 5 seconds. This issue only grows as the game continues, until in the late game it seems to be impossible to have a positive income.

I hope this makes sense, and that I explained the problem as clearly as I could. Furthermore, I am running Ascendancy 1.15X with menu patch with income rate maxed, research speed maxed, build speed maxed, and all other speeds at default.

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