Civ4 BTS v3.19 Patch

I noticed something strange the other day. When switching in and out of OR, I noticed that the build time of my buildings in cities with the state religion didn't get shorter or longer. OR is supposed to give you a +25% bonus to buildings with SR present, right? Or am I not reading the 'pedia correctly?

I thought it was possibly a bug in BetterAI, but I played a vanilla BTS game with just BAT/BUG/BULL (very nice, btw. :)), and I had the same result. Looking at the city screen shows the hammer bonus, but the build time of a building doesn't change. Has anyone else noticed this?
 
Well, as long as you get your hammers it's not a big problem. It could indeed not change: let's say you are building requiring 60 hammers at 15 hammers/turn. You need 4 turns. With OR, you will get 18 hammers/turn and also need 4 turns. You will get more overflow though.
 
And once you add a Forge and Factory into the mix, that +25% starts making less and less of a difference.

Geez, why am I still running OR in 1878--especially when I'm having happiness problems? Oh right, gotta spread those religions while I can, and many were obtained after SM. :(
 
Well, as long as you get your hammers it's not a big problem. It could indeed not change: let's say you are building requiring 60 hammers at 15 hammers/turn. You need 4 turns. With OR, you will get 18 hammers/turn and also need 4 turns. You will get more overflow though.

Why are you explaining math to a girl? That's like trying to teach a cat to juggle. :lol:

Welcome back, Lemon. Missed ya. :p
 
Thank you for the responses, boys. :)
And once you add a Forge and Factory into the mix, that +25% starts making less and less of a difference.
I did have a Forge in the city where I first noticed the problem. So the Forge doesn't increase the effect of the OR production increase? I would have thought the multiplier of the Forge would be additive. Neat.
Why are you explaining math to a girl? That's like trying to teach a cat to juggle. :lol:
Dean's List in university, Smartie-Pants. Both times. Honors marks in Math, Chemistry, and Physics the whole way, but to give you your point, I still can't balance a chequebook. :blush:

And I missed you guys, too. :D
Because I'm a nice person who explains tons of things to lots of people :cool:
And you do it with style and panache, luv. Don't let the handsome, smartie-pants policeman get you down. He just gets all verklempt when nice, helpful, people talk to me. Having to read all of those nice, helpful posts cuts into the amount of time that he's able to mock me. :lol::p
 
I did have a Forge in the city where I first noticed the problem. So the Forge doesn't increase the effect of the OR production increase? I would have thought the multiplier of the Forge would be additive. Neat.

This is indeed additive. He's just saying that when you just have OR, your building time diminishes by 20% with possible roundings. But if you have already a forge, your building time diminishes by 16,6% because it's now 25% of 150% total; and if you are building a wonder with the correct resource in a city with a forge, a factory and power as an industrious leader, OR makes you go from 250% to 275%, for a whooping 9% gain on time :p
 
This is indeed additive. He's just saying that when you just have OR, your building time diminishes by 20% with possible roundings. But if you have already a forge, your building time diminishes by 16,6% because it's now 25% of 150% total; and if you are building a wonder with the correct resource in a city with a forge, a factory and power as an industrious leader, OR makes you go from 250% to 275%, for a whooping 9% gain on time :p
Still better than nothing in a tight race though. :)
 
This is indeed additive. He's just saying that when you just have OR, your building time diminishes by 20% with possible roundings. But if you have already a forge, your building time diminishes by 16,6% because it's now 25% of 150% total; and if you are building a wonder with the correct resource in a city with a forge, a factory and power as an industrious leader, OR makes you go from 250% to 275%, for a whooping 9% gain on time :p
Thank you. I get it now. I was thinking OR% + Forge% + Factory% + etc... Not as 25% of the total.

It makes perfect sense now, even to me. :lol:
 
I was thinking OR% + Forge% + Factory% + etc.

That is what it does. All modifiers in Civ are additive: you add up the modifiers and apply the total to the base value rather than applying each modifier in turn.

I'll put it into math terms since you're so smart. :mischief: Modifiers work like this

base * (modifier1 + modifier2 + modifier3 + ...)​

not this

base * modifier1 * modifier2 * modifier3 * ...​
 
I think it's a notation error where Lemon Merchant is using "Forge% + OR%" to indicate compounding, but it should be indicated by an asterisk rather than by a plus sign.

But since we're being pedantic, EF, I noticed that the variable "modifier1" is used in two different ways in your example - surely it isn't 0.25 in each case! I think it's clearer if modifiers are defined as decimals, e.g. if "a forge gives 25% more production" then modifier = 0.25. Then modifiers work like this:

final hammers = base hammers * (1 + modifier1 + modifier2 + modifier3)

not this:

final hammers = base hammers * (1+modifier1) * (1+modifier2) * (1+modifier3).

The other (more awkward) way of thinking about it is in spoilers
Spoiler :
Alternately, define modifiers as "1.25" when we say "a forge gives 25% more production". Then modifiers work like this:

final hammers = base hammers * (1+ (modifier1 - 1) + (modifier2 - 1) + (modifier3 - 1))

not this:

final hammers = base hammers * modifier1 * modifier2 * modifier3

Oh, I thought of another possible way of thinking about it:
Spoiler :

Define a forge's bonus as modifier=0.25, but this time focus on the additional hammers provided, rather than the final total. In this case then

extra hammers = base hammers * (modifier1 + modifier2 + modifier3)

not

extra hammers = (base hammers * (1+modifier1) * (1+modifier2) * (1+modifier3) ) - basehammers

As you can see, each method of teaching the difference inevitably comes up with one of the examples being a very annoying equation :)


Okay, now I'm just being annoying, but you asked for it :D :D :D
 
But since we're being pedantic, EF, I noticed that the variable "modifier1" is used in two different ways in your example - surely it isn't 0.25 in each case!

Hehe, and here I was trying not to be too pedantic. Yes, your formulas are correct mathematically. I was only pointing out the additive versus multiplicative difference.

Of course, we could always drop down to code to see how the game handles rounding--no floating point values are used.

Code:
actual hammers = base hammers * (100 + modifier1 + modifier 2 + ...) / 100

where the modifiers for Forge, Factory and OR are 25.
 
I'll put it into math terms since you're so smart. :mischief:
I never said I was smart. I just did well in school. :p

And thank you for the even better explanation. :)
 
Hey! I dont have BTS 3.19. I will download it soon though.
In my last game I had a trouble when I wanted to creat a colony on a new continent out of my 3 cities there by pressing the colony buttun but nothing happened. Anybody knows whatup?
 
Hey! I dont have BTS 3.19. I will download it soon though.
In my last game I had a trouble when I wanted to creat a colony on a new continent out of my 3 cities there by pressing the colony buttun but nothing happened. Anybody knows whatup?

Already 18 civs?
 
Yeah! I didnt know I have to destroy a rival so I can make a colony but I guess thats it...thx

You could also grab a DLL that allows for more total players. I've read of both 34 and 50 player versions. I believe the Unofficial 3.19 Patch has one of these options.
 
Is there a plan to incorporate that into BAT? I ended up choosing the BAT mod over having more than 18 civs, but a combo would be excellent.

I do plan to add code to make it easier to build your own 34/50-civ DLL using BULL, and you could then copy it to BAT.
 
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