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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Alpha Centauri > AC-Creation > Faction.txt Ability Parameter Question
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AlexanderIII is offline AlexanderIII
Warlord
Canada
Aug 1999
time: 05:13
Question  Old Post 08-01-2000 08:37
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Faction.txt Ability Parameter Question Support Apolyton, buy Galactic Civilizations

I've created this faction that uses the INTEREST command in the faction.txt file. I was intending for the faction to have the equivalent of the Caretakers' "energy grid" ability. According to alpha.txt, it says:

; INTEREST = Energy reserves interest.
; Non-zero = constant percentage per turn (including negative)
; Zero = +1/base each turn


I gave them "INTEREST,0," to give them +1 energy/base/turn, but I have not seen any evidence to support this comclusion in my recent test games with this faction. Could it be that I am missing something minor about this? Does anyone understand exactly what the INTEREST parameter does? I could use some help on this guys, thanks.
INTEREST does?

AlexanderIII is offline AlexanderIII
Warlord
Canada
Aug 1999
time: 05:13
Post  Old Post 08-01-2000 08:39
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Jeez, you'd think I'd learn how to tpye by now too...

Jasonian is offline Jasonian
King
Ruins of Jasonia Palace
Sep 1999
time: 00:13
Post  Old Post 09-01-2000 02:34
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Ugh... INTEREST is really messed up! I gave the Federation a 10% interest bonus, and after about 100 turns, they had over a million credits.

Does that seem right? In facedit, 10% is the LOWEST non-negative number for interest you can give out.

I've not tried INTEREST, 0, but from my experience messing with the INTEREST ability, it's probably messed up.

On another note, has anyone gotten that free commlink ability to work? It never works when I try it out.

SEE is offline SEE
Chieftain

Nov 1999
time: 05:13
Post  Old Post 09-01-2000 07:57
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quote:
Originally posted by Jasonian on 01-08-2000 04:34 PM
Ugh... INTEREST is really messed up! I gave the Federation a 10% interest bonus, and after about 100 turns, they had over a million credits. Does that seem right?


Yep. That's why compound interest has been called "the eighth wonder of the world". 3% compounded each turn will return more credits than loaning the energy to another faction.

Say you have a faction with a 10% interest rate, 100 energy, and the faction isn't earning any energy from anything except the interest. Since the interst compounds each turn, after 100 turns the faction will have better than 400,000 energy. (I don't remember the exact figure...)

Jasonian is offline Jasonian
King
Ruins of Jasonia Palace
Sep 1999
time: 00:13
  Old Post 09-01-2000 10:58
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Wow... so if I give them 2 or 3%, they shouldn't run away TOO much.

Facedit has the option to give a faction 100% INTEREST! That's absurd! Double your money every turn...

Claus is offline Claus
Settler

Jan 2000
time: 05:13
Post  Old Post 09-01-2000 11:23
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It's correct, 2%, maybe 3 is the maximum that I would give to a faction, and only on condition that it has a social malus that makes that group spend more money than the others (so the energy pile won't be higher than about 600 energy).

Good that one of you mentioned that commlink problem. It really does not work. Did the US patch alter that?

Decx is offline Decx
Settler
Vancouver BC, Canada
Dec 1999
time: 05:13
Exclamation  Old Post 09-01-2000 12:58
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In my experince with the intrest command, anything above 25 will screw up the game. Your money will go up so fast and so much that the counter will reset, resulting in no apparent money. The problem is (as if that wasnt enough), the game keeps the old variable (your money amount), even tho it shows up as zero. Your money will begin to go from 0 to rolling over to 0 again in fewer and fewer turns, ultimatly ending up with a permenat "0" energy level.



[This message has been edited by Decx (edited January 09, 2000).]

SEE is offline SEE
Chieftain

Nov 1999
time: 05:13
Post  Old Post 10-01-2000 13:53
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quote:
Originally posted by Jasonian on 01-09-2000 12:58 AM
Wow... so if I give them 2 or 3%, they shouldn't run away TOO much.


I'd treat 1% as equivalent to a +1 Economy bonus, 2% as a +2 Economy bounus, and 3% as a +4 Economy bonus when initially designing a faction.

Note that the difference between human and AI players may be greater when dealing with factions that have interest than normally, since the AI (presumably) had less fine-tuning of its programming in that area than in others.

AlexanderIII is offline AlexanderIII
Warlord
Canada
Aug 1999
time: 05:13
Post  Old Post 04-05-2000 13:22
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--Bump--

Doug325 is offline Doug325
Chieftain
Marlboro, MA USA
Feb 2000
time: 05:13
Post  Old Post 06-05-2000 09:55
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Interest can be one of the most powerful economic factors in the game. Anything higher than 3% can serious unbalance the faction As an illustration your reserves will double at the following rate (assuming interst is your only income source)

1% - 70 turns
2% - 35 turns
3% - 23 turns
4% - 18 turns
5% - 14 turns
10% - 7 turns
15% - 5 turns
20% - 4 turns
25% - 3 turns

As you can see, with the high interest you will have an astonishing sum of money in a short time

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