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#41 | |
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Deity
Join Date: Apr 2003
Location: the Netherlands
Posts: 4,269
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Quote:
If you aren't researching a technology than using multiple scientist (or artists who produce 1 beaker) can allow you to find the factor after some calculations. After a certain amount of scientists added, you can see that the actual research time doesn't match with the research time that you should get if no research bonus is added (I guess that is what you did). It's probably too much work for most people to find the number of civilizations that know a technology through such cumbersome calculations.
__________________
If in other sciences we should arrive at certainty without doubt and truth without error, it behooves us to place the foundations of knowledge in mathematics. |
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#42 | |
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Chieftain
Join Date: Sep 2005
Posts: 11
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#43 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
). Unfortunately, it looks like there's a limit to civfanatics if you wanted to upload it, but if you could make it available through another website (or if the zip fits - it would need to be < 500K), I could look into it and confirm if the dead civ really does alter it or not.Req |
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#44 |
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Chieftain
Join Date: Sep 2005
Posts: 11
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Ok, here is the save file. I don't know if the dead civ had any tech i have not researched yet though.
The save is from the turn after i finished researching Alphabet, so there is an overflow in beakers from last turn. By the way, i found amusing that the tip i received when loading that file, after reading this article, was along the way "do not research too much into one tech branch, as not researching older techs can slow you down". As if Firaxis was saying: "Ok, now that you know about the prerequisite thing, we can give you that one." Last edited by Arthog; Dec 13, 2005 at 12:55 PM. |
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#45 | |
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Also, the article is updated. Short version. Dead Civilizations do NOT contribute to the modifier. Thanks for your idea and save game! Req |
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#46 | |
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Chieftain
Join Date: Sep 2005
Posts: 11
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Quote:
Thanks for the quick update, and that awesome article. |
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#47 |
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mood indigo
Join Date: Oct 2005
Location: The Netherlands
Posts: 2,300
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Finally read it. You've done great work !
What's bigger: your satisfaction solving this problem or your anger that Firaxis couldn't make technology clear and simple and yet deep ? So now we must calculate the different bonussus for the techs and MM-ing the overflow... ( in dutch we call mm-ing 'mierenneuken', = 'ant***-ing'). Thanks for clearing the origin of the extra beakers Asperge |
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#48 | |||
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Prince
Join Date: Nov 2005
Posts: 381
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As is, for the milkers and perfectionists, MM-ing is still a must.... Req |
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#49 | |
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Deity
Join Date: May 2003
Location: Burlingame CA
Posts: 3,946
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#50 |
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Ant
![]() Join Date: Aug 2005
Location: Madrid
Posts: 3,435
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My hat off for you, Requies.
What a nice work! I think there is a typo in the example, it says... FLOOR (FLOOR ((37 + 1) * (1 + RDDW (0.30 * 3 / 7))) * (1 + 0.2 * (0.2 * 0)) ...and it was meant to say... FLOOR (FLOOR ((37 + 1) * (1 + RDDW (0.30 * 3 / 7))) * (1 + 0.2 + (0.2 * 0)) ...I guess. Last edited by jesusin; Dec 15, 2005 at 08:05 AM. |
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#51 | |
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Immortal
Join Date: Apr 2004
Posts: 5,209
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#52 | |
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Prince
Join Date: Nov 2005
Posts: 381
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So, everything is still valid. Req |
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#53 | ||
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Chieftain
Join Date: Sep 2005
Posts: 73
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There is annother factor that you missed - team penalties.
For each additional player in your team, there is a 0.5 (or 50%) penalty added to the Difficulty Modifier. This makes the final formula as follows: Technology Cost = FLOOR (FLOOR (FLOOR (Base Cost * (Difficulty Modifier + Team Penalty)) * Map Modifier) * Speed Modifier) With this formula, you can find the following: (Noble has a difficulty modifer of 1, so...) On Noble, a team of 2 yeilds 33.3% more research than a Solo Noble game. On Noble, a team of 3 yeilds 50.0% more research than a Solo Noble game. On Noble, a team of 4 yeilds 60.0% more research than a Solo Noble game. On Noble, a team of 17 yeilds 88.8% more research than a Solo Noble game. On Noble, a team of infinity yields nearly 100% more research than a Solo Noble game. (Diety has a difficulty modifier of 1.3, so...) On Deity, a team of 2 yields 44.4% more research than a Solo Deity game. On Deity, a team of infinity yields nearly 160% more research than a Solo Diety game. Compare this to noble -- the deity research penalty is lessened by being in a team, because of the way the formula works!) What can be learned from this: 1) If you have a LAN party, it's more profitable to NOT be a team, and instead get a permanate alliance very late in the game. One person should to Alphabet, and the other person should get other technologies. When you meet eachother, continue to get seperate technologies and gift them to eachother when they are completed. Because it requires so much communication, I wouldn't reccomend it except on a LAN. 2) Two players who are at peace but not a team (the LAN party idea from #1) can beat the technology research of a team of 16 players. This means that you can win a 2v16 in a space race. Because research is so important, you could win a 3v15 using the same tactic with any type of victory condition. Using that tactic, you would have a 200% research boost, but the 15 player team would have only a 88.2% research boost. 3) If you choose a partner that can't match half as much research as you, then, because of the Team Penalty, he is actually hindering your science. In a team of two, both players need to be researching like they do in single player games. 4) The Difficulty Modifer is added only once per TEAM, and not per PLAYER. This lessens the effect of the difficulty modifer. Deity mode is still hard, though. ![]() If you could quote me, and put this on the first page, that would be nice. ![]() Quote:
One thing that is still overpowered is beelining to Alphabet, because missed techs are not nearly as much of a problem because you can trade for them afterwards. Quote:
-When you are in anarchy. -When you have 0% science and have no beakers from specialists. It is one way to get rid of "integer divided by zero" errors. What I would have done is to make my OWN dividing function, and to make an exception for zeros. When dividing by zero, I would print "???" instead, to show that you have no research beakers. It's really annoying when it gives unrealistic estimates when you are in anarchy. Last edited by LordTerror; Jan 02, 2006 at 02:55 PM. |
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#54 | ||
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
.I will quote you on this if you can clear up some things for me: 1) What exactly is the factor? Is it T = 0.5 + 0.5N (because that would mean that a 0.5 multiplier would be added for every new team member). 2) Where does this factor fit into the formula? 3) Does the modifier and/or the product of the modifier and whichever part it multiplies get floored? Quote:
Thanks, Req |
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#55 | |
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Chieftain
Join Date: Sep 2005
Posts: 73
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I found some other things that can be changed:
-All of your XML file paths are wrong (they are in the Assets\XML\GameInfo folder). The patch probably moved them. -You are missing Marathon speed. It was added in the patch. -The Word Size factors have changed in the patch. Quote:
2) It modifies the ammount of beakers required, so it changes the Technology Cost (insead of the beakers per turn formula). I did a bit of testing. On a Normal Duel map, Fishing went from 40 to 46 when I changed from Normal to Monarch. When I did the same thing but added a teammate, it went from 60 to 66. After a bit of thinking, I realized it couldn't be multiplied and produce numbers like that. It appears that it is an added factor, not multiplied, which is strange because all of the rest are multiplied. The final formula is the following: Technology Cost = FLOOR (FLOOR (FLOOR (Base Cost * Difficulty Modifier) * Map Modifier) * Speed Modifier) + Base Cost * 0.5 * (Number of Player +1) * Speed Modifier 3) Because the factor is added (see #2) and the Base Cost is always even, it does not need to be floored. Edit: I edited my orginal post with the new info, and an additional use for it. Oh and BTW, thanks for this awesome guide!
Last edited by LordTerror; Jan 01, 2006 at 11:42 PM. |
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#56 | ||
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
Quote:
. Wouldn't the modifier be 0.5 * N (where N is the number of teammates a player has) or am I completely misunderstanding you? So, Fishing with no teammates on Noble/Duel/Normal would be:FLOOR (FLOOR (FLOOR (40 * 1.0) * 1.0) * 1.0) + 40 * (0.5 * 0) * 1.0 = 40 While Fishing with a teammate on Monarch/Duel/Normal would be: FLOOR (FLOOR (FLOOR (40 * 1.15) * 1.0) * 1.0) + 40 * (0.5 * 1) * 1.0 = 46 + 20 = 66 Also, is it the map modifier which affect the teammate technology cost? Or is it the speed modifier? (Or is it both?) You say map modifier in your text, but in your formula you have speed modifier. Thanks for the clarification! Req |
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#57 | ||||
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Chieftain
Join Date: Sep 2005
Posts: 73
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From a programming standpoint, it doesn't make sense to use FLOOR three times in one expression.
Could you test to make sure all three FLOORs are used? Most often (in my experience) only the outtermost expression is floored (and that's only because some programs store numbers as integers instead of a floats or doubles). Quote:
![]() Quote:
We are both right. ![]() Quote:
Quote:
Thanks for asking, I forgot to test the map modifier. The difficulty modifier does NOT effect it, though. There is an easier way to write it now: Technology Cost = FLOOR (FLOOR (FLOOR (Base Cost * (Difficulty Modifier + Team Penalty)) * Map Modifier) * Speed Modifier) I edited the post again. |
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#58 | ||||
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Prince
Join Date: Nov 2005
Posts: 381
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Quote:
. Yes, I tested it, and yes, I didn't believe they would do that, but the beast is what it is.Quote:
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Req |
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#59 | |
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Chieftain
Join Date: Sep 2005
Posts: 73
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#60 |
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Prince
Join Date: Oct 2005
Posts: 590
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great thread for beginners and pros
*bump* so that everyone has a chance to read it.
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