I wanna talk a bit about some of the more broken stuff in Stellaris in general (not just 4.0), and i thought Cost Reduction Modifiers are a good place to start.
For starters, "cost reduction" in this instance means basically anything that reduces upkeep or buying costs of anything. That might be ship upkeep or pop consumption or building cost or whatever. Those kinds of modifiers have a bit of history to lead to incredibly broken builds, like the -90% Ship build cost builds. Personally, I never went for this kind of stuff because while I like experimenting with stuff a lot, I usually dislike it if my game becomes completely broken. The thing here is, while those modifiers tend to be very modest on their own, if stacked upon eachother, they become very overpowered, because the value of each additional percent becomes higher and higher. It basically scales with itself. To give you an example:
Lets say, you have 1000 alloys and a corvet that costs 100 alloys (for the sake of argument). This means you can build 10 ships. Now you get an -25% cost reduction modifier.
1000 alloys/75 ship cost = 13.333 ships. Meaning this modifier is 3.333 ships worth.
Now let's say you get that modifier again, stacking additively.
1000 alloys/ 50 ship cost = 20 Ships. Meaning this second modifier is 6.666 ships worth.
Now let's repeat this process.
1000 alloys / 25 ship cost = 40 Ships. Meaning, this third modifier is 20 ships worth.
As you can see, the more you get of it, the more valuable it becomes, and it has potential to spiral very hard out of control. Thankfully, there is an easy fix for this.
In League of Legends, there was a stat called Cooldown Reduction, reducing the cooldown of your spells. It had this issue of being weak on its own, strong when stacked up, and so it had to be capped at 40 Percent. This in itself caused other issues, and later this whole stat got replaced with Ability haste. The way this stat is calculated goes as follows:
Effective cooldown = Original cooldown * 100 / (100 + Ability Haste)
If we apply this now on the ships, it would work something like that. Lets take the example from above and replace 25 percent cost reduction with... idk, "cost reduction points".
Effective ship cost = 100 * 100 / 125 = 80. 1000 Alloys / 80 Ship cost = 12.5 ships.
Now again for 50 and 75...
Effective ship cost = 100 * 100 / 150 = 66.7. 1000 Alloys / 66.7 Ship cost = 15 ships.
Effective ship cost = 100 * 100 / 175 = 57.14. 1000 Alloys / 57.14 Ship cost = 17.5 ships.
A voilà! Every point of this is now worth exactly the same and there are no possibilities more to stack those kinds of values together, so it isnt able to break the game.
The reason why this would be a neat addition to stellaris (and honestly also some other Paradox titles) is because of Modifier Creep, which is basically this games version of Power creep. The developers want to incentivize to play with the new content, and those almost always contain at least to a degree new modifiers. However, if certain modifiers cannot be added without breaking the game, then this limits the developers ability to give those to the player. This simple formula change would eliminate this danger entirely, and it also would get rid of some of the most broken combos in the game, of which I am honestly tired.
For starters, "cost reduction" in this instance means basically anything that reduces upkeep or buying costs of anything. That might be ship upkeep or pop consumption or building cost or whatever. Those kinds of modifiers have a bit of history to lead to incredibly broken builds, like the -90% Ship build cost builds. Personally, I never went for this kind of stuff because while I like experimenting with stuff a lot, I usually dislike it if my game becomes completely broken. The thing here is, while those modifiers tend to be very modest on their own, if stacked upon eachother, they become very overpowered, because the value of each additional percent becomes higher and higher. It basically scales with itself. To give you an example:
Lets say, you have 1000 alloys and a corvet that costs 100 alloys (for the sake of argument). This means you can build 10 ships. Now you get an -25% cost reduction modifier.
1000 alloys/75 ship cost = 13.333 ships. Meaning this modifier is 3.333 ships worth.
Now let's say you get that modifier again, stacking additively.
1000 alloys/ 50 ship cost = 20 Ships. Meaning this second modifier is 6.666 ships worth.
Now let's repeat this process.
1000 alloys / 25 ship cost = 40 Ships. Meaning, this third modifier is 20 ships worth.
As you can see, the more you get of it, the more valuable it becomes, and it has potential to spiral very hard out of control. Thankfully, there is an easy fix for this.
In League of Legends, there was a stat called Cooldown Reduction, reducing the cooldown of your spells. It had this issue of being weak on its own, strong when stacked up, and so it had to be capped at 40 Percent. This in itself caused other issues, and later this whole stat got replaced with Ability haste. The way this stat is calculated goes as follows:
Effective cooldown = Original cooldown * 100 / (100 + Ability Haste)
If we apply this now on the ships, it would work something like that. Lets take the example from above and replace 25 percent cost reduction with... idk, "cost reduction points".
Effective ship cost = 100 * 100 / 125 = 80. 1000 Alloys / 80 Ship cost = 12.5 ships.
Now again for 50 and 75...
Effective ship cost = 100 * 100 / 150 = 66.7. 1000 Alloys / 66.7 Ship cost = 15 ships.
Effective ship cost = 100 * 100 / 175 = 57.14. 1000 Alloys / 57.14 Ship cost = 17.5 ships.
A voilà! Every point of this is now worth exactly the same and there are no possibilities more to stack those kinds of values together, so it isnt able to break the game.
The reason why this would be a neat addition to stellaris (and honestly also some other Paradox titles) is because of Modifier Creep, which is basically this games version of Power creep. The developers want to incentivize to play with the new content, and those almost always contain at least to a degree new modifiers. However, if certain modifiers cannot be added without breaking the game, then this limits the developers ability to give those to the player. This simple formula change would eliminate this danger entirely, and it also would get rid of some of the most broken combos in the game, of which I am honestly tired.
- 5