History of RCI
Levels of RCI defined in the localized language file
<ln id="RCIRangeType_Bad9">[#f76664]Scarytown[#ffffff]</ln>
<ln id="RCIRangeType_Bad8">[#f76664]Apocalyptic[#ffffff]</ln>
<ln id="RCIRangeType_Bad7">[#f76664]Pandemonium[#ffffff]</ln>
<ln id="RCIRangeType_Bad6">[#f76664]Chaos[#ffffff]</ln>
<ln id="RCIRangeType_Bad5">[#f76664]Abominable[#ffffff]</ln>
<ln id="RCIRangeType_Bad4">[#f76664]Nightmarish[#ffffff]</ln>
<ln id="RCIRangeType_Bad3">[#f76664]Horrible[#ffffff]</ln>
<ln id="RCIRangeType_Bad2">[#f68785]Awful[#ffffff]</ln>
<ln id="RCIRangeType_Bad1">[#f7a5a3]Bad[#ffffff]</ln>
<ln id="RCIRangeType_Good1">[#cccccc]Mediocre[#ffffff]</ln>
<ln id="RCIRangeType_Good2">[#cdddfd]Decent[#ffffff]</ln>
<ln id="RCIRangeType_Good3">[#9bd1ff]Good[#ffffff]</ln>
<ln id="RCIRangeType_Good4">[#86b1ff]Great[#ffffff]</ln>
<ln id="RCIRangeType_Good5">[#86b1ff]Awesome[#ffffff]</ln>
<ln id="RCIRangeType_Good6">[#86b1ff]Spectacular[#ffffff]</ln>
<ln id="RCIRangeType_Good7">[#86b1ff]Illustrious[#ffffff]</ln>
<ln id="RCIRangeType_Good8">[#86b1ff]Fabled[#ffffff]</ln>
<ln id="RCIRangeType_Good9">[#86b1ff]Mythical[#ffffff]</ln>
<ln id="RCIRangeType_Good10">[#86b1ff]Legendary[#ffffff]</ln>
Patch Note History of RCI
I didn't add entries relating to display issues since they aren't important for understanding RCI.
1.022
Fixed a bug where the rci-explanation-tooltip logic for the effect of Econ on aramda-construction-rate and building-construction-rate was assuming a "compatibility" impact instead of the actual "quarter-compatibiltiy" (a reduced effect, relatively) logic used in the real math.
Thanks to UnfriendlyBG for the report.
1.020
If the RCI value of any planet is lower than -2500, then 100m of the populace will leave to form a new pirate base, and the RCI value in question will improve by 100.
Public Order is one exception -- when this happens, 300m population leaves and forms 3 pirate bases.
For all of these, there must be more than 100m population per pirate base for them to actually form, naturally.
1.019
The RCI shifts from the following types of events are now a bit heavier:
Housing Boom
Repair Parts Shortage
General Rise In Suicide Rate
Mass Riots
Mass Brawls
1.017
RCI-improving dispatch influence-lost-with-enemies-of-client from 1 per month => 0.05 per month. The 1 had been intentional back before the benefit was changed to 0.2 per month.
Thanks to Ragwortshire for the suggestion.
Four new quests, all in the same vein, have been added for most of the races except the Skylaxians and the Andors. These particular quests task you with punching a hole in the military defenses surrounding a planet that has a high RCI value on behalf of a race with a very low RCI value of the same type. The client race winds up stealing RCI from the second, and influences and attitudes shift at the same time. You also gain double credit reward for this particular fight.
1.016
Added a new race action: Collaborate On Self Improvement.
Only happens when a race and some of its friends have really poor planetary conditions (at least one RCI bar < -100 somewhere), and gradually improves the RCI of all involved.
1.013
The RCI-influencing buildings and techs are now 8x more effective than before, and the general RCI trends are now 5x more effective than before. Since the changes in 1.010, they have indeed been too weak rather than too strong. Hopefully this is a better middle-ground, but we'll see how it feels.
Thanks to Warpstorm and Histidine for reporting.
One of the large benefits of being inside the federation is that federation planets get RCI boosts when their values are very negative. The ministry provides more RCI depending on how negative the RCI is:
6 per month when less than -2000 5 per month when less than -1500 4 per month when less than -1000 3 per month when less than -750 2 per month when less than -500 1 per month when less than -250 0.5 per month when less than -100
This logic was there, but invisible and inverted, in the prior version of the game. Being invisible was definitely not good at all, but all of the negative signs were inverted such that you'd always get +6 per month if you were in the federation and had less than 2000 RCI (goodness).
Thanks to Histidine, ptarth, and genrtul for reporting.
1.010
Previously, for every 1 Environmental RCI above 50 that a race had, they would gain 0.1 compatibility with their planet.
Now that has been dropped to 0.02, since the RCI values vary upwards so much higher nowadays.
Thanks to nas1m for a report that helped us find this.
Previously, if a planet's Environmental RCI was below 0, then it would lose planetary compatibility VERY fast until it hit 0.1 total compatibility, or -100 RCI, whichever came first. Then it would actually go bonkers and possibly increase; the math was still assuming that -100 was the lowest RCI could go, which hasn't been true for a long while now.
Now it works more like the positive environmental RCI does. For every Environmental RCI below 0, it loses 0.02 compatibility, until it hits 0.1 total compatibility, below which it will not go.
Thanks to nas1m for a report that helped us find this.
Previously, the environmental RCI impact on planetary compatibility was not mentioned in the tooltips for either the environmental RCI or the planetary compability. Whoops.
Thanks to nas1m for reporting.
Improvements To The Speed Of RCI Fluctuations
The following things now happen a tenth as fast:
Natural RCI trends (positive or negative).
The monthly impact of buildings on increasing RCI values, and the monthly impact of attitude buildings in general.
Monthly RCI value gains from technologies.
In general, some of the "periodic boosts to RCI" from techs were just insanely too powerful. Those have been converted into the more modest monthly gains format.
The following things now happen a twentieth as fast:
The rate at which RCI values change during diseases, and the rate at which population dies during diseases.
The amount that RCI bars are affected during combat at a planet.
RCI shifts during housing booms.
RCI shifts during repair parts shortages.
RCI shifts from rise in suicide rates, mass riots, mass brawls, flooding, and shortages of doctors.
RCI gains from techs and buildings no longer improve a planet anymore if that planet has already reached 2000 RCI for that stat.
The economic RCI gains from destroying enemy fleets has been removed (it was one per armada, before).
If an RCI bar is ever above 2300 in value (unlikely now, but still), then it will drop in value by 1 per month. There is still no absolute cap, but this creates a soft cap.
1.007
The amount of Economic RCI gain from trade routes is now 1/20th as high as it used to be, and the amount of attitude gain is now 1/10th as high as before.
1.006
There are eight new race-specific political deals for joining the federation that involve having absolutely abysmal (-2000) RCI values in a specific category (each race has a different category). In these deals, the desperation of the race is such that there is very little influence required on your part (-200 or better), and the Credit cost is also quite low.
Universities no longer have such a huge RCI hit when sabotaged.
Thanks to Histidine for reporting.
When a race is in the federation and has a really bad RCI value (less than 100), then it automatically increases that value a bit every month, thanks to being in the federation. Yay team! The more negative it is, the faster it increases, and it gradually slows down as it moves from -2000 or lower to -100.
1.003
When planets are taken over in the solar map, recent rule shifts had made it so that they would be increasingly bad off on RCI values. However, this was something that really could make those planets unrecoverably bad off. Now the RCI values are all reset to between -10 and 0 when a planet changes hands (except via resistance fighters, where it doesn't change at all).
Thanks to Gwan Solo, Geldon, and Raide for reporting.
1.002
Now, for each 1 million population that dies in a bombardment or invasion, a planet has a 10% chance (per million population lost) of losing 1 point in an RCI category (econ, environmental, medical, order) that is currently greater than zero. This helps the attackers make some kind of progress even when being held off by a very large population, etc.
1.0 Release
RCI Value Improvements
Mind Reading no longer prevents negative RCI public order trends, it only doubles the positive ones.
All the various techs and buildings that previously caused either "floors" to be set on RCI values, or which caused a "permanent boost" to RCI values, now just provide a small monthly income to RCI instead. RCI now is internally stored as a floating point number, so this is possible to do much smaller increments, which is very useful for not making things get insane.
Why the shift? Well, some planets were just getting absolutely nuts out of the ranges we had originally desired them to be in, and while that is entertaining to a point it also causes some balance issues.
There are now a lot more RCI value named ranges, going up to very high and very low. Though you won't reach those as often anymore.
Thanks to Azurian for suggesting the names.
Any time a planet changes hands, its RCI values get absolutely _destroyed_.
First of all, if the RCI value is higher than 0, it drops to 0.
Then it loses another amount between -140 and -70. So if a planet that is already negative flips, then it just gets worse and worse.
RCI Values Now Affect More, Giving You More Control
The RCI factors now directly affect more:
The Medical RCI value now affects birth rates.
The Public Order RCI value now affects the skirmisher spawn rates.
The Environmental RCI value now affects the usable land area increase rates.
The Economic RCI value now affects the speed of construction on planets -- including ship construction.
Are you feeling powerless because one race is just absolutely dominating another with their superior ship construction capabilities? Well, you can't completely stop that, but you can now put a dent in them by going and sabotaging their economy.
0.861
The "RCI tutorial" has been rewritten pretty much from scratch, really changing the emphasis from "don't obsess over these" to "opportunities shift at high and low values, so experiment with both."
Thanks to Mick and others for suggesting changes here.
0.857
Four New Dispatch Missions
Added four new dispatch missions:
Aid Local Economy
Improve Local Environment
Provide Medical Assistance
Assist Local Law Enforcement
Each corresponds to one of the RCI bars, and is available when that planet has a negative value there. This allows you to increase that value and earn credit and influence while doing so. On the other hand, races which hate your client won't be pleased.
Thanks to Misery for inspiring these.
0.855
The starting RCI value range for races is now -30 to 10, not -10 to 10.
0.853
RCI Adjustments
The RCI floor on planets is no longer clamped to -100 (and the positive already was effectively not clamped to +100 for quite some time). The techs that increase the RCI floor to certain values now have much lower floors that they set it to, making it so that the game has negative RCI potentials for a lot longer period of the game.
The various things that cause a negative drop in an RCI value from one planet to another now cause much more severe drops, and if there is influence involved, also a much larger loss of influence. This applies to political deals, hostile actions, usage of nukes, and destruction of the various civilian things.
In general, negative RCI trends now go down twice as fast as they go up. Which is still not very fast, but you know -- adds a bit of tendency toward entropy, which is good.
0.817
The trending of the "RCI" values (economic, medical, environmental, and public order) never did get adjusted to have its speed be more reasonable. As such those were still having MASSIVE fluctuations over very short periods of time.
Thanks to Misery for pointing this out.
Descriptive Summary Notes
In the beginning, RCI was a minor mechanic that had little impact on gameplay. As the versions progressed players began obsessing over it. Early attempts by the dev were made to diminish the fascination of players with RCI. Eventually, the devs switched to making RCI have a more prominent role in the game and provide more information to the player. At one point RCI was bound to 100 to -100, which was relaxed to softcap on positive RCI, which was then relaxed to a softcap of 2300/-2300. RCI is currently responsible for some Race production modifiers, Federation joining costs, and quest availability.