Just highlighting something coming in the next update:
- Support for equations to control how costs and income from policies/situations are calculated instead of a simple linear ramp.
An explanation:
I introduced a new policy on nuclear fission (for those countries who have the pre-requisite tech)… Because I wanted this policy to go all the way from ‘decommission now’ (presuming that the costs are already set aside) right up to 'huge subsidies for new fission reactors, I realized that what I needed was a cost for this policy that was non linear.
In other words at value 0 (all the way to the left) I wanted a zero cost, and at the mid value I wanted a very low cost too, but I wanted it to ratchet up to huge costs on the far right slider maximum. Currently, the game does not allow you to do this. It just has a minimum and maximum cost/benefit and interpolates in a linear way between them.
So to fix this I have added a new column for cost and income for situations and policies. This means that you can have an exponential function like 250*(x^4), for costs, where the cost is skewed massively to the right. This is whats set for nuclear fission.
By default the function is 0+(1.0*x), which basically means the cost of the policy is scaled exactly by the slider position from min to max. Any other function will get applied to the slider position to work out the cost (or income) of the policy.
Note that this does not affect, or conflict with the existing lists of cost/income multipliers, which still work, but act as a general multiplier for the final calculated value. This change does not alter that system, it just allows you to have more control over the curve.
I expect modders will appreciate the change, and I should at some point revisit all the policies and situations to see if there is some benefit to adjusting them. I think this could be a good thing, as it would allow us to have a bit of an ‘inefficiency curve’ at the far end of a slider, which likely mirrors real life, in that spending $X on a government project gets you Y results, but does spending $2X get 2Y? maybe not, as inefficiencies creep in. I think this will make all those slider decisions a bit more interesting