infrastructure costs

Theungertaker

Member Since: 2017-12-05 11:49:54
Last Active: 2019-06-21 20:26:46
Post Count: 21 (View Posts)
#1 2018-12-18 21:33:10
Im having a huge issue right now where all of the sudden, my infrastructure repair costs are through the roof. It will be low and then BOOM! there will be a $100,000,000 add on. No idea whats causing it. Wish they would add a better breakdown of whats causing infrastructure costs so you can narrow down what is costing big time. Or is this some type of bug?
#2 2018-12-18 23:39:06
so quick update. Its the Hall of Congress thats causing massive infrastructure repair costs. Its at 97% and will cost approx. $350,000,000 to repair.....this is rediculous. plus, it means I cant even repair everything else (which I could otherwise afford to do) without having to do it one by one which is also rediculous.
#3 2018-12-18 23:59:43
Theungertaker said:so quick update. Its the Hall of Congress thats causing massive infrastructure repair costs. Its at 97% and will cost approx. $350,000,000 to repair.....this is rediculous. plus, it means I cant even repair everything else (which I could otherwise afford to do) without having to do it one by one which is also rediculous.


Yeah, so the infrastructure repair calculation is 25% of the GBT cost of all resources required to build the structure, if you were repairing it from 0 to 100%. I do realize that it is pretty high though. I will be scaling back the repair costs for v0.77.0.
Owner of Ape Apps
#4 2018-12-19 15:56:45
Hey bast, is there a factor in the game that reduces the damage rate over time on larger buildings? If not, that might help the situation. Or, if it's a randomizer that's determining if a building get's reduced by 1% per tick, you could probably just reduce the chances for larger and more advanced structures, which would definately slow down the damage rate. Hope this helps.
#5 2018-12-19 16:12:32
Amorphus said:Hey bast, is there a factor in the game that reduces the damage rate over time on larger buildings? If not, that might help the situation. Or, if it's a randomizer that's determining if a building get's reduced by 1% per tick, you could probably just reduce the chances for larger and more advanced structures, which would definately slow down the damage rate. Hope this helps.


Ok, based on this, the more expensive the total repair of the building is, the slower the rate of decay will be, starting in 0.77.0.
Owner of Ape Apps
#6 2018-12-20 01:18:44
bastecklein said:[quote=Amorphus]Hey bast, is there a factor in the game that reduces the damage rate over time on larger buildings? If not, that might help the situation. Or, if it's a randomizer that's determining if a building get's reduced by 1% per tick, you could probably just reduce the chances for larger and more advanced structures, which would definately slow down the damage rate. Hope this helps.


Ok, based on this, the more expensive the total repair of the building is, the slower the rate of decay will be, starting in 0.77.0.[/quote]

awesome, thanks.

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