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Hi folks,

I've played over many a patch and really liked the change to Occupancy penalties in 9.4 where you were penalised for living with more people but it was offset by being able to build more rooms.

It seems one of the more recent updates has made this penalty absolutely insane. Now, instead of it being 33% penalty for the first extra person it's 40%. In fact, here's the changes:

  • x resisdents (old%/new%)
  • 2 residents (66%/60%)
  • 3 residents (50%/38%)
  • 4 residents (40%/25%)
  • 5 residents (33%/18%)
  • 6 residents (29%/13%)
  • 7 residents (25%/10%)
  • 8 residents (22%/7.5%)
  • 9 residents (20%/5.6%)
  • 10 residents (18%/4%)

Has there been a change to how the diminishing returns work with the rooms at all? I know that previously your 2nd room of the same type would be 50% value and then 25% for 3rd etc but with an extra resident you'd still get 100% for 2nd and the diminishing returns would start for the 3rd room. Is this still how it works where you get 1 extra full value room per person? Because even if so there is only negatives from multiple occupancy with these new numbers. There's only one positive which is if you go from 1 to 2 people and you were only planning on building 2 rooms of each type, you can do 3 of each type for the same bonus, essentially saving you 25% on materials. That's it. No other incentive and massive stacking penalties to the hard cap of the value you can get from your property with multiple folks living together.

Is there something new that's been introduced which I have missed or "Hotel Buggaton" which my friends always loved me to make for us, no longer a thing?

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10 months ago - /u/SLG-Dennis - Direct link

We have removed the prior system in favour of a more simple, server configurable general bonus / penalty system based on the amount of residents that you can configure in Rooms.eco.

The usual penalty for multiple rooms of the same type still applies (with one room of each type being free per resident), but the housing points yielded by all rooms in a deed are now simply summed up, then divided by the amount of residents and the result then multiplied with a configurable crowding factor as configured in the server config. The result is the personal housing points of each resident.

By default the crowding factor is 1 for one and four residents, 1.2 for two and 1.15 for three residents. Starting with the fifth resident, the factor decreases by 0.1 per each additional resident until it reaches 0.3.

Prior to this change, "hotels" with tons of people could yield nearly up to 100% more housing points for its residents than a single player could get with the same room distribution. (E.g. the more residents you had on a deed, the more housing points you got, despite the deed also only having the 1 free room of a type per resident) This massive bonus was not intended and led to players to typically always prefer renting from someone that made a "slum tower", reducing the amount of private housing on highly economic focused servers to somewhere near zero, effectively putting the housing market into the hands of only one or two players / groups which for high economy servers was not desirable with no way to influence other than government legislation that often proved unsuitable to deal with the issue in a manner than would have remedied the situation sufficiently beyond simple redistribution.

The new system has a sweet spot at 2 residents, incentivizing players to build their own home and rent it out to one or two people for extra income, but making hotel towers much less viable. You can always change the crowding factor on your server, if you preferred the old way, though.

White Tiger uses a distribution of 1, 1.12, 1.25, 1.12, 1, 0.9 [...] to make hotels a bit more viable, but still keep the focus on private housing, for example.

10 months ago - /u/SLG-Dennis - Direct link

Originally posted by Buggaton

Hey, thanks for taking the time to reply!

I don't find it stated anywhere in the Ecopedia about the multiple room penalty being offset for multiple inhabitants so that might be worth adding.

I understand these changes and we'll play based on the way it's been implemented by you folks, I was just annoyed at going into a game having no idea that these numbers had changed or how they had changed. Want more documentation! Yes I'm demanding. I love numbers. I can only apologise for the way that I am ♥

Yes, I see that still needs updating, thanks for the hint.