Post by Vivolkha on Dec 10, 2020 9:50:00 GMT -5
Hello there 10000 Islands,
I'm back with another expert guide to NS stats. In this guide, I'll try to classify some NS stats based on how they grow over time, assuming that the player keeps answering issues and does so in a consistent direction.
Stats with growth boundaries
These stats are infamous for having sharp growth "boundaries". Past a certain, specific, fixed value (universal to all nations), the following stats will begin to grow much slower and generally will become very stable:
Stats in this category: Economy (first boundary: >96, second boundary: >100), Lifespan (boundary: >90)
Dubious: Death Rate (may have a boundary at ≲40), Ignorance (may have a boundary at ≲3)
Lineal stats
These stats grow indefinitely at an approximately constant rate when constantly answering issues in the same direction:
Stats in this category: Population (special: grows in a roughly lineal manner automatically, not affected by issues in any way), Government Size, Intelligence, Health, Weather, Compliance, Safety, Pacifism, Freedom from Taxation, Corruption, Youth Rebeliousness, Culture, Tourism, Environmental Beauty, Influence (special: grows proportionally to the number of World Assembly endorsements you have, not affected by issues in any way), Primitiveness, Scientific Advancement, Inclusiveness, Economic Output (special: grows proportionally to Population and Average Income), Residency (special: grows 1 day per day you spend without moving regions)
Dubious: Political Apathy, Cheerfulness, Integrity, Weaponization, Obesity, Average Income
Stats with a "downward push"
When answering issues that do not directly affect these stats, they will decline slightly. Thus, the player needs to keep answering issues that favor these stats in order to prevent long-term stagnation and significant losses over time. They include all industries and public services.
Stats in this category: Eco-Friendliness, Industry: Automobile Manufacturing, Industry: Basket Weaving, Industry: Information Technology, Industry: Pizza Delivery, Industry: Trout Fishing, Industry: Arms Manufacturing, Sector: Agriculture, Industry: Beverage Sales, Industry: Timber Woodchipping, Industry: Mining, Industry: Insurance, Industry: Furniture Restoration, Industry: Retail, Industry: Book Publishing, Industry: Gambling, Sector: Manufacturing, Welfare, Public Healthcare, Law Enforcement, Business Subsidization, Defense Forces, Public Transport, Public Education, Foreign Aid
Other stats
Other stats may exhibit other growth models, be it because they rely directly on other stats that have diferent growth models from each other, because they have an upper and lower limit and scale in a non-linear manner once you approach these limits, or for other reasons.
I'm back with another expert guide to NS stats. In this guide, I'll try to classify some NS stats based on how they grow over time, assuming that the player keeps answering issues and does so in a consistent direction.
Stats with growth boundaries
These stats are infamous for having sharp growth "boundaries". Past a certain, specific, fixed value (universal to all nations), the following stats will begin to grow much slower and generally will become very stable:
Stats in this category: Economy (first boundary: >96, second boundary: >100), Lifespan (boundary: >90)
Dubious: Death Rate (may have a boundary at ≲40), Ignorance (may have a boundary at ≲3)
Lineal stats
These stats grow indefinitely at an approximately constant rate when constantly answering issues in the same direction:
Stats in this category: Population (special: grows in a roughly lineal manner automatically, not affected by issues in any way), Government Size, Intelligence, Health, Weather, Compliance, Safety, Pacifism, Freedom from Taxation, Corruption, Youth Rebeliousness, Culture, Tourism, Environmental Beauty, Influence (special: grows proportionally to the number of World Assembly endorsements you have, not affected by issues in any way), Primitiveness, Scientific Advancement, Inclusiveness, Economic Output (special: grows proportionally to Population and Average Income), Residency (special: grows 1 day per day you spend without moving regions)
Dubious: Political Apathy, Cheerfulness, Integrity, Weaponization, Obesity, Average Income
Stats with a "downward push"
When answering issues that do not directly affect these stats, they will decline slightly. Thus, the player needs to keep answering issues that favor these stats in order to prevent long-term stagnation and significant losses over time. They include all industries and public services.
Stats in this category: Eco-Friendliness, Industry: Automobile Manufacturing, Industry: Basket Weaving, Industry: Information Technology, Industry: Pizza Delivery, Industry: Trout Fishing, Industry: Arms Manufacturing, Sector: Agriculture, Industry: Beverage Sales, Industry: Timber Woodchipping, Industry: Mining, Industry: Insurance, Industry: Furniture Restoration, Industry: Retail, Industry: Book Publishing, Industry: Gambling, Sector: Manufacturing, Welfare, Public Healthcare, Law Enforcement, Business Subsidization, Defense Forces, Public Transport, Public Education, Foreign Aid
Other stats
Other stats may exhibit other growth models, be it because they rely directly on other stats that have diferent growth models from each other, because they have an upper and lower limit and scale in a non-linear manner once you approach these limits, or for other reasons.