[0.92][Suggestion] What if we multiplied all Gildar expenses and income by 10?

As things currently stand, there are a lot of fractional values when dealing with Gildar. The normal wage of a unit is 0.2G per turn. If I have one Merchant in my town and two units guarding it, then I'm making 0.6G per turn and the resource display at the top of the screen makes it look like I'm only making money every second turn. Building a Market in my city will increase the income by such a small amount that the UI won't display any difference.

Why the below-zero values? Why not have the Market produce 10 Gildar and the soldier have a wage of 2 Gildar? Building a Market would now boost your income from 10 to 12, which is a visible change without having to mouse over something.

Is there some reason for the current state of affairs that I'm not seeing?

2,713 views 6 replies
Reply #2 Top

I wouldn't mind seeing whole numbers for everything, personally. The fractions don't bother me, but whole numbers are just cleaner. Functionally, there's no difference between 10.7 attack, 10.9, and 11 - it all rolls 11 anyway. It's weird seeing your stats bo up by fractions when raising attributes, too.

Reply #3 Top

I don't mind stats like 10.7 so much, I'm not missing anything major if it's unclear whether my unit has 10 attack or 11 - but the difference between 0, 0.6, and 1 is a pretty big deal. This 10x multiplication should definitely happen for stats that are frequently in the <1 range, i.e. gildar, it would just make the interface cleaner and easier to read. 5x would work too, as long as we turn that all-too-common 0.2 and its multiples into whole numbers. It wouldn't hurt for stats that are frequently in the 10+ range, but not so important there.

Reply #4 Top

Quoting Austinvn, reply 3
I don't mind stats like 10.7 so much, I'm not missing anything major if it's unclear whether my unit has 10 attack or 11 - but the difference between 0, 0.6, and 1 is a pretty big deal. This 10x multiplication should definitely happen for stats that are frequently in the <1 range, i.e. gildar, it would just make the interface cleaner and easier to read. 5x would work too, as long as we turn that all-too-common 0.2 and its multiples into whole numbers. It wouldn't hurt for stats that are frequently in the 10+ range, but not so important there.
End of Austinvn's quote

Exactly. If nothing else, I could accept just displaying the unrounded fractions everywhere in the interface, but I'd prefer whole numbers.

Reply #5 Top

Quoting Annatar11, reply 2
I wouldn't mind seeing whole numbers for everything, personally. The fractions don't bother me, but whole numbers are just cleaner. Functionally, there's no difference between 10.7 attack, 10.9, and 11 - it all rolls 11 anyway. It's weird seeing your stats bo up by fractions when raising attributes, too.
End of Annatar11's quote

 

Oh, I had assumed 10.7 just meant I had 10 attack still and am working towards 11. In other words, 10.7 doesn't round up to 11, but any remainder is just dropped, and I have 10.

Likewise for combat speed - if my sovereign has "2.5" combat speed, I still get 2 moves. Next level I can put the level up point in combat speed and go up to 3.0, giving me 3 moves.

If 2.5 = 3 anyway...that's a bit mixed up, imo.

Reply #6 Top

it also means that the ui, since gildar are a global resource, gets cluttered quicker. you have to imagine that the gildar you have are also multiplied by 10.