L. Vern
Chieftain
Hello all,
for the purposes of tuning some technology cost-scaling numbers I wrote a small framework to automate the process of running autoplay games and saving their logs, as well as some pandas code to aggregate the information contained therein.
In base VP, as many would predict, the technology progression after industrial gets a bit fast:
After using some math that considers the effective spt based on turns to research against tech cost to come up with some new cost numbers and running some more games, the new distribution looks like the following:
While the data above is from AI only games, the later era tech scaling felt a lot nicer to me the few games I've tried, it is nice not having 3 successive military unit upgrades in the same war and not have the last eras fly by in 20 turns. I also played with culture victory disabled as it usually happens long before the last few eras get to be experienced.
If you wish to try it out, the values to put at the end of
are:
N.B:
* All games were standard size communitas with default map options, emperor difficulty, no tech trading, and no ancient runes with cultural and diplomatic victories disabled
* Only costs after classical were adjusted, resulting in a slightly shorter medieval and renaissance and longer rest of the game to make the average turns/technology more consistent
* Average turn of science victories in this configuration increased from 411 to 456
for the purposes of tuning some technology cost-scaling numbers I wrote a small framework to automate the process of running autoplay games and saving their logs, as well as some pandas code to aggregate the information contained therein.
In base VP, as many would predict, the technology progression after industrial gets a bit fast:
After using some math that considers the effective spt based on turns to research against tech cost to come up with some new cost numbers and running some more games, the new distribution looks like the following:
While the data above is from AI only games, the later era tech scaling felt a lot nicer to me the few games I've tried, it is nice not having 3 successive military unit upgrades in the same war and not have the last eras fly by in 20 turns. I also played with culture victory disabled as it usually happens long before the last few eras get to be experienced.
If you wish to try it out, the values to put at the end of
Code:
MODS\(2) Vox Populi\Balance Changes\Tech\TechCostChanges.sql
Code:
-- Medieval Era
UPDATE Technologies SET Cost = 500 WHERE GridX = 5; -- Originally 500
UPDATE Technologies SET Cost = 700 WHERE GridX = 6; -- Originally 850
-- Renaissance Era
UPDATE Technologies SET Cost = 1750 WHERE GridX = 7; -- Originally 1800
UPDATE Technologies SET Cost = 2400 WHERE GridX = 8; -- Originally 2500
-- Industrial Era
UPDATE Technologies SET Cost = 3600 WHERE GridX = 9; -- Originally 3500
UPDATE Technologies SET Cost = 5150 WHERE GridX = 10; -- Originally 5500
-- Modern Era
UPDATE Technologies SET Cost = 8100 WHERE GridX = 11; -- Originally 7500
UPDATE Technologies SET Cost = 11000 WHERE GridX = 12; -- Originally 9000
-- Atomic Era
UPDATE Technologies SET Cost = 14500 WHERE GridX = 13; -- Originally 9500
UPDATE Technologies SET Cost = 17700 WHERE GridX = 14; -- Originally 10000
-- Information Era
UPDATE Technologies SET Cost = 21250 WHERE GridX = 15; -- Originally 11000
UPDATE Technologies SET Cost = 26000 WHERE GridX = 16; -- Originally 12000
UPDATE Technologies SET Cost = 27150 WHERE GridX = 17; -- Originally 13000
-- Future Tech
UPDATE Technologies SET Cost = 31699 WHERE GridX = 18; -- Originally 14000
N.B:
* All games were standard size communitas with default map options, emperor difficulty, no tech trading, and no ancient runes with cultural and diplomatic victories disabled
* Only costs after classical were adjusted, resulting in a slightly shorter medieval and renaissance and longer rest of the game to make the average turns/technology more consistent
* Average turn of science victories in this configuration increased from 411 to 456