tag:blogger.com,1999:blog-19884352.post8743852832924612898..comments2023-12-03T23:16:56.786-07:00Comments on Cumbersome: Ground Floor - "buildings"Seth Jaffeehttp://www.blogger.com/profile/12449603052617321357noreply@blogger.comBlogger5125tag:blogger.com,1999:blog-19884352.post-58291213770418103452010-03-05T15:14:26.491-07:002010-03-05T15:14:26.491-07:00Eric's point is well observed and accurate. Bu...Eric's point is well observed and accurate. But as Seth pointed out, I think this limitation is part of the problem that the game presents, and definitely part of the beauty of the game.Anonymoushttps://www.blogger.com/profile/11947662153110836043noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-43014380287157596012010-02-26T13:54:20.663-07:002010-02-26T13:54:20.663-07:00A bigger error I made was in reference to the Cons...A bigger error I made was in reference to the Construction Administration. I don't know if it was a typo, or if i was in a hurry, but I clearly wrote "Trading 3 units for 8, nets you 3 units..." which is just bad math. It nets you *5* units.<br /><br />Today I revisited the Floors again (with a shorter game in mind) and looked at total net unit gain per floor, to see if the Phase 2 floors all had a similarly valued benefit, and as you might imagine, a net gain of 5 units per use (which is head and shoulders better than other net gains per use) puts Construction Admin over the top... implying that it should indeed cost (')(')(')(') to activate (which would bring it in line with the other floors).<br /><br />As I mentioned in this post though, I wanted to try making it cheaper because if noone ever has 4x(') available to spend on it, it simply will never get purchased. But I think that fear may have been premature - even at 4x(') the floor is a good deal, and it's OK if the guy with an intern and 1 employee doesn't buy it - the guy with 3 employees can benefit from it just fine. I think I'll be setting Construction Admin. back to 4x(') to activate.<br /><br />Similarly, at (')(') to activate, the Factory doesn't net as much benefit as other floors over the course of the game (maybe that's to do with the shorter game?) - I think just (') to activate might be more fair, just as Wystan suggested.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-62490656301828152682010-02-26T13:34:17.480-07:002010-02-26T13:34:17.480-07:00Eric has a point, $1 or 1(') are not fully int...Eric has a point, $1 or 1(') are not fully interchangeable with i1. However I consider that the point of the game is to deal with that translational restriction, and that the value of those units are similar enough to make these comparisons.<br /><br />Similarly, I could argue that once you start building T.I.s and floors, the whole 1-1 relationship between (') and $ goes out the window because your floors make you more efficient... but that's not useful right now since we're trying to determine the benefit of a floor compared to that baseline 1-1 comparison.<br /><br />I think in a similar way it's useful to use the 1-1-1 relationship for this purpose even though you can't navigate it fully in both directions.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-80406549925923401552010-02-26T13:15:34.794-07:002010-02-26T13:15:34.794-07:00You have a problem with your "units" cos...You have a problem with your "units" cost.<br /><br />3 (') "necessarily" costs $3 (outside Interns). 3i, however, does NOT "necessarily" cost 3 ('), nor 3 (').<br /><br />There is a "sufficient" path to acquire 3i via 3 ('), but it is not "necessary" to do so. Firing is also not a "necessary" relationship.<br /><br />Perhaps a better way to see problems with the "equations" is the following series of relationships:<br /><br />$3 -> 3 (') (hiring)<br />3 (') -> $3 (firing)<br />3 (') -> 3i (Meeting)<br /><br />So, it seems rather clear that 3(') = $3, as a base price. There isn't, however, any way to make 3i -> $3, nor 3i -> 3(').<br /><br />This may account for why a glut of info piles up by the end of the game.etothepihttps://www.blogger.com/profile/16856926270833324161noreply@blogger.comtag:blogger.com,1999:blog-19884352.post-21367044238191009912010-02-24T01:44:35.802-07:002010-02-24T01:44:35.802-07:00Andrew pointed out something to me and he has a re...Andrew pointed out something to me and he has a really good point...<br /><br />The "new and improved" Conference Room ((')('): (0,4) max 2 uses) is not any better (and is in fact worse) than the upgraded Meeting Room. It turns (') into 2 info, but you have to do it 2 times at once, and you can only do it 4 times a round at most. The floor does come with 5pp attached to it, so maybe it's a reasonable buy for someone who didn't upgrade their Meeting Room. But it seems like the ability should be <i>better</i> than Meeting Room, even after remodeling it.<br /><br />There are 4 ways to deal with this situation:<br /><br />1. Leave it as is, but I suspect the floor really isn't good enough<br /><br />2. Cut the building altogether - how many ways do players really need to get more information in the midgame?<br /><br />3. Increase the value received from the Conference Room... maybe up it to (')('): (0,5)<br /><br />4. Decrease the value of the remodeled Meeting Room back to (')('): (0,3) like it used to be.<br /><br />Honestly, I could see any of these working, and I'm not sure which is best. Right now I'm leaning against option #1, but the other three options seem about equivalent. I think a deciding factor will be whether the remodeled Meeting Room is too strong at ('): (0,2) or not.Seth Jaffeehttps://www.blogger.com/profile/12449603052617321357noreply@blogger.com