Roland Johansen
Deity
I don't know exactly how this program works which you wrote but it is hard to discuss with a program and it won't get us any further. I'll just do some calculations here and we can then discuss those. That will be easier and can help us find the exact point where we disagree. Our points of disagreement won't be hidden behind some programming lines.
I assume that you'd like to see the following mission at marathon speed
8 unhealthiness for 3 turns, then 7 unhealthiness for 3 turns, then 6 unhealthiness for 3 turns, then ... like suggested in the 8-th post of this thread,
as opposed to the normal mission at normal speed:
8 unhealthiness for 1 turn, then 7 unhealthiness for 1 turn, then ...
Let's assume a size 20 city, with 20
and 20
and 0 surplus
We need more assumptions to get any further. Let's say that the city uses one tile of 4 food, 14 of 2 food and 2 of 0 food (specialists, plains hills). We will of course use the high food tiles to stop the loss of population and sacrifice the low food tiles first.
Normal scenario:
City is size 20, 0 food in storage, 0 surplus
Turn 0 (poisoning) City is size 20, 0 food in storage, 8 surplus
Turn 1 City is size 19, 0 food in storage, 4 food surplus, 6 surplus
Turn 2 City is size 18, 0 food in storage, 4 food surplus, 4 surplus
(city won't starve any further)
Marathon scenario:
City is size 20, 0 food in storage, 0 surplus
Turn 0 (poisoning) City is size 20, 0 food in storage, 8 surplus
Turn 1 City is size 19, 0 food in storage, 4 food surplus, 7 surplus
Turn 2 City is size 18, 0 food in storage, 4 food surplus, 6 surplus
Turn 3 City is size 17, 0 food in storage, 4 food surplus, 4 surplus
(city won't starve any further, but won't grow for a some time either)
The difference is not only that the Marathon city is losing 1 extra population point, but also that it will take a lot longer before it starts to grow again, so in this situation the mission is more than 50% more severe.
About the influence of the food in storage thing on the severity of these 2 spy missions:
I just don't see what food in storage has to do with ferment unhappiness or poison water supply. It's the growth mechanic in the game. Why should it determine the severity of a spy mission which ferments unhappiness or poisons the water supply? If Firaxis had related the severity of the mission to the amount of hammers in the present building project or the amount of research points generated in the city at the moment of the mission, would you defend that mechanic too? It all seems unrelated to me, but is made to be related by the way the mission is implemented.

I assume that you'd like to see the following mission at marathon speed
8 unhealthiness for 3 turns, then 7 unhealthiness for 3 turns, then 6 unhealthiness for 3 turns, then ... like suggested in the 8-th post of this thread,
as opposed to the normal mission at normal speed:
8 unhealthiness for 1 turn, then 7 unhealthiness for 1 turn, then ...
Let's assume a size 20 city, with 20



We need more assumptions to get any further. Let's say that the city uses one tile of 4 food, 14 of 2 food and 2 of 0 food (specialists, plains hills). We will of course use the high food tiles to stop the loss of population and sacrifice the low food tiles first.
Normal scenario:
City is size 20, 0 food in storage, 0 surplus

Turn 0 (poisoning) City is size 20, 0 food in storage, 8 surplus

Turn 1 City is size 19, 0 food in storage, 4 food surplus, 6 surplus

Turn 2 City is size 18, 0 food in storage, 4 food surplus, 4 surplus

(city won't starve any further)
Marathon scenario:
City is size 20, 0 food in storage, 0 surplus

Turn 0 (poisoning) City is size 20, 0 food in storage, 8 surplus

Turn 1 City is size 19, 0 food in storage, 4 food surplus, 7 surplus

Turn 2 City is size 18, 0 food in storage, 4 food surplus, 6 surplus

Turn 3 City is size 17, 0 food in storage, 4 food surplus, 4 surplus

(city won't starve any further, but won't grow for a some time either)
The difference is not only that the Marathon city is losing 1 extra population point, but also that it will take a lot longer before it starts to grow again, so in this situation the mission is more than 50% more severe.
About the influence of the food in storage thing on the severity of these 2 spy missions:
I just don't see what food in storage has to do with ferment unhappiness or poison water supply. It's the growth mechanic in the game. Why should it determine the severity of a spy mission which ferments unhappiness or poisons the water supply? If Firaxis had related the severity of the mission to the amount of hammers in the present building project or the amount of research points generated in the city at the moment of the mission, would you defend that mechanic too? It all seems unrelated to me, but is made to be related by the way the mission is implemented.