Currently my calendar is tailored for tech tree, but it needs minor recalibrating now.
Assuming constant turns/tech era lasts proportionally long depending their tech content.
Prehistoric is exception, but then Ancient era research modifier can calm down its enthusiasm on chokepoint.
That is Prehistoric starts very slow and can end with up very fast tech rate.
200 000 BC - 12 000 BC - Prehistoric - 98 techs
12 000 BC - 1200 BC - Ancient - 93 techs
1200 BC - 450 AD - Classical - 60 techs
450 AD - 1400 AD - Medieval - 54 techs
1400 AD - 1750 AD - Renaissance - 59 techs
1750 AD - 1900 AD - Industrial - 67 techs
1900 AD - 1990 AD - Atomic - 102 techs
1990 AD - 2050 AD - Information - 79 techs
2050 AD - 2150 AD - Nanotech - 85 techs
2150 AD - 2300 AD -Transhuman - 76 techs
2300 AD - 3000 AD - Galactic - 65 techs
3000 AD - 4000 AD - Cosmic - 51 techs
4000 AD - 6000 AD - Transcendent - 52 techs
You can research this many techs max in each era.
As for minimum techs needed to advance to next era I need to recalculate stuff in excel.
I used only one step for entire era length in game speed infos, this means ugly increments.
Prehistoric has two steps - at around 50% of its length date is 50 000 BC - after it there are smaller increments.
Here is Normal GS calendar steps as example
You can see how ugly it is.
Is there automated way to add lets say 5 game turn info entries per era to keep round increments?
Still there could be 1 turn odd increment to close any gap.
Round increment is when calendar goes neatly - for example any divisors of 100 years, or any divisors of 360 days.
There can be one sub division of era (so no actual divisions) or even 5 divisions - all of them roughly equally spaced.
Subdivisions should be monotonically smaller all way to 2050 AD, and then they can get monotonically larger after than date.
1 turn increment can be anything similar to nearby subdivisions to clear up any gaps.
So if subdivision is 10 years, and then 5.33 years remain to next calendar era, then last turn can have size of 5.33 years.
I posted it here and not in github/discord for better visibility and longevity for players.
Here is calculated era lengths
Total amount of techs.
Min amount of techs to pass era (averaged for multiple OR prereqs for nanotech and later lifestyle techs).
Cumulative amount of techs (assumed picking OR prereqs with equal probability).
Calculated era length on Blitz game speed (1000 turns).
Calculated turn of reaching next era, and game percentage.
Average game should fall within 10% of these percentages - this range covers some assumptions.
Assuming constant turns/tech era lasts proportionally long depending their tech content.
Prehistoric is exception, but then Ancient era research modifier can calm down its enthusiasm on chokepoint.
That is Prehistoric starts very slow and can end with up very fast tech rate.
200 000 BC - 12 000 BC - Prehistoric - 98 techs
12 000 BC - 1200 BC - Ancient - 93 techs
1200 BC - 450 AD - Classical - 60 techs
450 AD - 1400 AD - Medieval - 54 techs
1400 AD - 1750 AD - Renaissance - 59 techs
1750 AD - 1900 AD - Industrial - 67 techs
1900 AD - 1990 AD - Atomic - 102 techs
1990 AD - 2050 AD - Information - 79 techs
2050 AD - 2150 AD - Nanotech - 85 techs
2150 AD - 2300 AD -Transhuman - 76 techs
2300 AD - 3000 AD - Galactic - 65 techs
3000 AD - 4000 AD - Cosmic - 51 techs
4000 AD - 6000 AD - Transcendent - 52 techs
You can research this many techs max in each era.
As for minimum techs needed to advance to next era I need to recalculate stuff in excel.
I used only one step for entire era length in game speed infos, this means ugly increments.
Prehistoric has two steps - at around 50% of its length date is 50 000 BC - after it there are smaller increments.
Here is Normal GS calendar steps as example
Code:
<GameTurnInfos>
<GameTurnInfo>
<iMonthIncrement>18367</iMonthIncrement>
<iTurnsPerIncrement>98</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>4653</iMonthIncrement>
<iTurnsPerIncrement>98</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>749</iMonthIncrement>
<iTurnsPerIncrement>173</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>156</iMonthIncrement>
<iTurnsPerIncrement>127</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>96</iMonthIncrement>
<iTurnsPerIncrement>119</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>1031</iDayIncrement>
<iTurnsPerIncrement>123</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>409</iDayIncrement>
<iTurnsPerIncrement>132</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>154</iDayIncrement>
<iTurnsPerIncrement>211</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>122</iDayIncrement>
<iTurnsPerIncrement>177</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iDayIncrement>184</iDayIncrement>
<iTurnsPerIncrement>195</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>10</iMonthIncrement>
<iTurnsPerIncrement>180</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>61</iMonthIncrement>
<iTurnsPerIncrement>138</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>116</iMonthIncrement>
<iTurnsPerIncrement>103</iTurnsPerIncrement>
</GameTurnInfo>
<GameTurnInfo>
<iMonthIncrement>191</iMonthIncrement>
<iTurnsPerIncrement>126</iTurnsPerIncrement>
</GameTurnInfo>
</GameTurnInfos>
</GameSpeedInfo>
Is there automated way to add lets say 5 game turn info entries per era to keep round increments?
Still there could be 1 turn odd increment to close any gap.
Round increment is when calendar goes neatly - for example any divisors of 100 years, or any divisors of 360 days.
There can be one sub division of era (so no actual divisions) or even 5 divisions - all of them roughly equally spaced.
Subdivisions should be monotonically smaller all way to 2050 AD, and then they can get monotonically larger after than date.
1 turn increment can be anything similar to nearby subdivisions to clear up any gaps.
So if subdivision is 10 years, and then 5.33 years remain to next calendar era, then last turn can have size of 5.33 years.
I posted it here and not in github/discord for better visibility and longevity for players.
Here is calculated era lengths
Total amount of techs.
Min amount of techs to pass era (averaged for multiple OR prereqs for nanotech and later lifestyle techs).
Cumulative amount of techs (assumed picking OR prereqs with equal probability).
Calculated era length on Blitz game speed (1000 turns).
Calculated turn of reaching next era, and game percentage.
Average game should fall within 10% of these percentages - this range covers some assumptions.
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