predacon

Dec 03, 2005, 09:42 PM

Hi, everyone, I have tested the production hurring of civilization 4 and drawn a striking

conclusion. As far as I known, no post have mentioned this on this forum.

This test is carried out on version 1.09.

In civilization 4, there are two methods to hurry production. Universal suffage enables the

hurry production by spending gold and slavery enables it by population.

The amount of gold and population spent are multiples of the amount of "hammers" to finish the

production. That is

Gold = a * hammers or Population = b * hammers

Here after, we call the coefficient "a" the hurry coefficient.

Basically b = [a/90]+1 . The "+1" term is noticable and you should wait for one more turn to

save 1 population when the gold cost displayed is a mutiple of 90 gold. (it is always displayed

when you move your mouse over the button even such a hurry is not enabled and the button is

greyed out.)

The hurry coefficient "a" is determined by several factors.

1> The base hurry coefficient is determined by the sum of all "+xx% production" factors

EXCEPT forges, factories, power and ironworks.

These factors include:

a> Orgnized religion +25% for all buildinds.

b> Some leader trait adds +100% for some buildings i.e. finacial for bankings,

industrious for forges and so on.

c> Industrious trait add +50% for wonders.

d> Police state civic add +25% for military units.

e> Dry docks add 50% for navy units

f> Hero Epic add 100% for military units.

g> Stone +100 for pyramid, walls, Hanging Garden ..., marble +100% for Oracle, Great

Library ... and so on.

2> For a world wonder the base hurry coeff is multiplied by a factor of 2, for a national

wonder, the factor is 1.5 .

3> The hurry coefficient is multiplied by a factor of 2 when the production is just started.

4> Normally, the hurry cost is reduced by world wonder Kremlin by 50%. If the production is just started, the cost is only reduced by 25%.

The relation between basic hurry coefficient and the sum of all +XX% proction" factors are

listed as following.

Sum of factors -- Base hurry coefficient

0% -- 3

25% -- 2.5

50% -- 2.25

75% -- 2.1

100%-- 2

125%--1.928

150%--1.875

175%--1.833

For an example , a city of QinShiHuang try to build a pyramid , it have access to stone, the civic is orgnized relgion and the city is with the national religion.

The hammer cost for pyramid is 450, and the sum of factors is 175% ( 100% from stone, 50% from industrious trait, 25% from orgnized religion civic ). So the base hurry coefficient is 1.8333, and for a world wonder it is magnified to 3.6667. It is magnified to 7.3333 for the first turn of building. So the cost for first turn is 7.33333*450 = 3300 gold conis and it is reduced to a bit smaller than 3.6666*450 = 1667 gold coins for the next turn. (The exact number is a little smaller or bigger in real games, the error comes form rounding in calculation and is very little however.)

The coefficents list above is in Normal game speed.

Finally, the surprising thing is that the coefficients in Epic games are 1/3 smaller and in

Quick games 1/2 greater than Normal games!

So a settler cost 67, 100 and 150 hammers in quick, normal and epic games respectively, but

for hurry producing it costs 600 gold coins for any game speeds ( i.e. less than 300g after 1

turn passed).

The conclusion is that hurry production with gold is cheapest in Epic games and most expensive

for quick games and the differences is great. So if anybody hurries production with gold a lot,

builds cottages everywhere possible, adopts univeral suffage, free speech very often, the epic

games are much easier. The reason is in slower games the hammers costed to build unit and

buildings, beakers to research technologies, breads for cities to grow up, turns for workers to

build improvements and even turns for cottage/hamlet/villiages to grown up are all 150% more than

an adjacent quicker level, BUT the money spent to hurry producing same unit/buildings is the

same. That is you hold 150% or 225% more gold coins and still spend the same for a hurry

production.

Is this a bug? I think so. Any ideas?

(sorry for the re-post, but i think it is more suitable to this board and i can not remove the one posted on str&tips board)

conclusion. As far as I known, no post have mentioned this on this forum.

This test is carried out on version 1.09.

In civilization 4, there are two methods to hurry production. Universal suffage enables the

hurry production by spending gold and slavery enables it by population.

The amount of gold and population spent are multiples of the amount of "hammers" to finish the

production. That is

Gold = a * hammers or Population = b * hammers

Here after, we call the coefficient "a" the hurry coefficient.

Basically b = [a/90]+1 . The "+1" term is noticable and you should wait for one more turn to

save 1 population when the gold cost displayed is a mutiple of 90 gold. (it is always displayed

when you move your mouse over the button even such a hurry is not enabled and the button is

greyed out.)

The hurry coefficient "a" is determined by several factors.

1> The base hurry coefficient is determined by the sum of all "+xx% production" factors

EXCEPT forges, factories, power and ironworks.

These factors include:

a> Orgnized religion +25% for all buildinds.

b> Some leader trait adds +100% for some buildings i.e. finacial for bankings,

industrious for forges and so on.

c> Industrious trait add +50% for wonders.

d> Police state civic add +25% for military units.

e> Dry docks add 50% for navy units

f> Hero Epic add 100% for military units.

g> Stone +100 for pyramid, walls, Hanging Garden ..., marble +100% for Oracle, Great

Library ... and so on.

2> For a world wonder the base hurry coeff is multiplied by a factor of 2, for a national

wonder, the factor is 1.5 .

3> The hurry coefficient is multiplied by a factor of 2 when the production is just started.

4> Normally, the hurry cost is reduced by world wonder Kremlin by 50%. If the production is just started, the cost is only reduced by 25%.

The relation between basic hurry coefficient and the sum of all +XX% proction" factors are

listed as following.

Sum of factors -- Base hurry coefficient

0% -- 3

25% -- 2.5

50% -- 2.25

75% -- 2.1

100%-- 2

125%--1.928

150%--1.875

175%--1.833

For an example , a city of QinShiHuang try to build a pyramid , it have access to stone, the civic is orgnized relgion and the city is with the national religion.

The hammer cost for pyramid is 450, and the sum of factors is 175% ( 100% from stone, 50% from industrious trait, 25% from orgnized religion civic ). So the base hurry coefficient is 1.8333, and for a world wonder it is magnified to 3.6667. It is magnified to 7.3333 for the first turn of building. So the cost for first turn is 7.33333*450 = 3300 gold conis and it is reduced to a bit smaller than 3.6666*450 = 1667 gold coins for the next turn. (The exact number is a little smaller or bigger in real games, the error comes form rounding in calculation and is very little however.)

The coefficents list above is in Normal game speed.

Finally, the surprising thing is that the coefficients in Epic games are 1/3 smaller and in

Quick games 1/2 greater than Normal games!

So a settler cost 67, 100 and 150 hammers in quick, normal and epic games respectively, but

for hurry producing it costs 600 gold coins for any game speeds ( i.e. less than 300g after 1

turn passed).

The conclusion is that hurry production with gold is cheapest in Epic games and most expensive

for quick games and the differences is great. So if anybody hurries production with gold a lot,

builds cottages everywhere possible, adopts univeral suffage, free speech very often, the epic

games are much easier. The reason is in slower games the hammers costed to build unit and

buildings, beakers to research technologies, breads for cities to grow up, turns for workers to

build improvements and even turns for cottage/hamlet/villiages to grown up are all 150% more than

an adjacent quicker level, BUT the money spent to hurry producing same unit/buildings is the

same. That is you hold 150% or 225% more gold coins and still spend the same for a hurry

production.

Is this a bug? I think so. Any ideas?

(sorry for the re-post, but i think it is more suitable to this board and i can not remove the one posted on str&tips board)