I wouldn't say such mistakes are actually bugs, as I think there is more stuff like this. IIRC, +3 POLICE says the police effect is doubled when in fact it means +1 drone quelled (which makes a difference for Non-Lethal units, which quell three not four drones).
Also funny thing, +5 and +6 ECON do not confer any further energy per tile/base tile. I wonder what is the breakdown for commerce rating.
"Commerce rating" is that bonus income you get from treaties and pacts. It's when your base says: Gaians +4 Treaty (they get +3). Morgan starts with +1 bonus, planetary gov'nor confers another one, there are six techs which increase it, as well as good commerce rating.
No, that's a slight miscommunication; they may be using the D&D definition of "doubled", meaning +1 to the multiplier (so two doublings, such as +3 POLICE and non-lethal methods, are a total of a tripling.) This is a case where the meaning is absolutely clear and what it says does not match what happened.
It seems to be a bit more complicated than that; planetary governor gets a flat +1, whereas the bonus for high ECONOMY or being Morgan (or, I presume, the commerce techs) is proportional.
What do you mean by 'flat +1'? +1 energy from one deal in one base? As far as I know, there is one COMMERCE rating, increased as described above, and it affects the energy output from treaties proportionally. I just checked a savegame I played recently and being elected the Governor got me +1/4 per deal and in one base, an entire new deal appeared. Before there was 'Sparta 16 (they get 14)', now is 'Angels 19 (they get 16), Sparta 19 (they get 16)'.
So I imagine it works like the other commerce bonuses. And even if not, it's still proportional. However, it's hard to manipulate this factor in the scenario editor, because as far as I checked, unlearning commerce techs via the editor doesn't decrease your commerce rating to the previous value.
I checked, and it seems that +5 ECON does give a bonus to commerce, and +2 ECON does not, i.e. the bonus commerce rating noted is correct. Also, it seems that negative ECONOMY does hurt your commerce at first, but that goes away once you get commerce-boosting techs.
"Police effect doubled" is strictly true. 1 drone countered + (1 extra drone countered for police effect x2) = 3 drones countered.
3) I'm quite sure that negative ECONOMY does not confer any hit to commerce rating.
"Police effect doubled" is strictly true. 1 drone countered + (1 extra drone countered for police effect x2) = 3 drones countered.
I think you misunderstood the police effect. Police effect doesn't apply only to the results of non-lethal special ability, but to any military units which can serve as police. And in both cases there is no multiplier, but +1 effect which Yitzi mentioned.
And it's really not just me, almost all new players I knew expected that the sentence "A is doubled" means "(A)x2", so non-lethal units should quell 4 drones. Sorry guys...I will agree that it could have been phrased better.
And I think you misunderstood me. Another way to say "strictly" would be "narrowly," as in the narrow definition of "police effect" to mean what effect the non-lethal special ability has (and such a unit getting the designation of "police"), rather than the broad sense of any military unit acting as police.
Ah, I see. I was focusing on the regular vs non-lethal issue and missing the forest. Oops.
Try starting a game playing as Yang, use the scenario editor to make a pact with Deirdre, place solars and echelons plus energy bonuses around both players' starting bases to produce a lot of energy, and see what the commerce looks like. If negative ECONOMY has no effect on commerce rating, then both should get the same commerce.
Ah, I think I see now where the problem is. You see, as you may have noticed, it's actually not that nice and easy to test such stuff in the editor. In the early game settings, if you get a commerce tech, it may have no effect on your treaty output simply because your bases are so small.
And in late game it's also not that easy, because you need to manipulate bases to match the energy before the switch to negative ECON.
The thing is, the situation you describe doesn't conclude that negative ECON gives a commerce rating hit. Yang will have lower treaty output because the most important factor is your energy-per-base output. And Yang has less energy simply because he's got -1 energy per base.
Yeah, you're right, I prefer to tinker with actual savegames than scenario situations built from scratch. It saves a lot of time