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Chaos has a bigger effect and Incite Violence has diminishing return
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a2aa5aa9f3
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@ -206,7 +206,7 @@ export class Action implements IAction {
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const city = inst.getCurrentCity();
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const city = inst.getCurrentCity();
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
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const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
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const mult = Math.pow(diff, 0.1);
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const mult = Math.pow(diff, 0.5);
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return mult;
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return mult;
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}
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}
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@ -1513,8 +1513,12 @@ export class Bladeburner implements IBladeburner {
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if (this.logging.general) {
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if (this.logging.general) {
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this.log(`Incited violence in the synthoid communities.`);
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this.log(`Incited violence in the synthoid communities.`);
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}
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}
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const city = this.cities[this.city];
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for (const cityName of Object.keys(this.cities)) {
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city.chaos = (city.chaos + 100) * 2;
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const city = this.cities[cityName];
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city.chaos += 10;
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city.chaos += city.chaos / (Math.log(city.chaos) / Math.log(10));
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}
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this.startAction(player, this.action);
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this.startAction(player, this.action);
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break;
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break;
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}
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}
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@ -37,7 +37,7 @@ export class Operation extends Action {
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const city = inst.getCurrentCity();
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const city = inst.getCurrentCity();
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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if (city.chaos > BladeburnerConstants.ChaosThreshold) {
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const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
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const diff = 1 + (city.chaos - BladeburnerConstants.ChaosThreshold);
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const mult = Math.pow(diff, 0.1);
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const mult = Math.pow(diff, 0.5);
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return mult;
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return mult;
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}
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}
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