KrikkitTwo
Immortal
- Joined
- Apr 3, 2004
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Placing a Thread here for all the Undocumented formulas/mechanics as people start looking into the XML and start figuring them out.
DISCLAIMER: These are in process and have not all been confirmed
District cost (production)
=[60*(1+9*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100] * 75% IF you have less of this district than the "average" (either average of each type of district you have OR the average of this type of district over all players... conflicting reports)...
*50% if it is a UD
[ ]..round down
https://www.reddit.com/r/civ/comments/5947kp/civ_vi_mechanics_how_district_production_cost/
Settler/Builder/Trader cost (production)
Setter=80+20* number of previous copies (not sure how settlers captured count, or if it counts ones that have been queued up)
Builder =50+4* number of previous copies (not sure how builders captured count, or if it counts ones that have been queued up)
...apparently the Pyramid builder does not increase build cost, but it does increase buy cost.
Tile cost (gold, culture)
Apparently gold cost is tied into the same "tech advancement" as district cost, with apparent multipliers for second and third ring
Culture cost (confirmed)
10+(6*n)^1.3
where n is the number of tiles already claimed by culture..not sure if gold/gp/russian tiles count
Great Person cost (points, gold, faith).... point cost uncertain... has been seen to decline from one GP to another?
BASE =
60 for generals, admirals, merchant, scientist, prophets, writers (Classical Era start)
120 for engineers
240 for artists
420 for musician
Costs per era, as well as the increased prices (if "world era" is lower than the GP era):
The cost of rushing a great people with gold or faith is:
For faith : 150+ 10*GP point remaining
For gold : 200+ 15*GP point remaining.
While the base GP cost scales with game speed, the rush bonus cost (150 faith, 200 gold) doesn't
Unit Upgrade cost (gold)..from
http://forums.civfanatics.com/threads/where-is-the-line-that-determine-the-unit-upgrade-cost.604888/
from the XML appears to be
10+0.75*(gold cost difference)
minimum 30
Gold rush (gold)
4*production cost
apparently rounded down to the nearest 5
Population growth (food)
15+8*n+n^1.5
(n is current population-1)
Policy Change (gold)
Religious population in city (influence)
Resource/Feature Harvest yield (food, gold, production)
Basevalue..25fp/50gold for bonus ...20 for features
=Base Value*(1+9*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100)
City Combat Strength
Combat damage
https://forums.civfanatics.com/threads/hans-lemurson-figures-out-the-combat-formula.606147/
Random(24-36 hp)* e^(Strength difference * 0.04) * Wall factor
e is 2.71828....
Wall factor is 15% if melee attack on walls, 50% if nonseige ranged attack on walls... possibly 50% if ranged attack by walls on units
Domestic/Foreign Tourists (culture, tourism) confirmed
Total Foreign tourists cannot decline (even if you eliminate a civ that had tourists visiting you or lose a city tourists were visiting.)
http://forums.civfanatics.com/threa...chanics-and-culture-win.603983/#post-14547927
Domestic tourists are generated per 100 total lifetime culture. (this Includes culture from Eurekas)
(confirmed by Victoria https://forums.civfanatics.com/threads/how-domestic-tourism-is-generated.605115/)
Each civ applies its tourism to all other civs that it has contacted (with modifiers)
When Civ A gets 150*(number of civs in game) lifetime Tourism on CivB, CivA gains 1 Foreign Tourist, and CivB loses 1 Domestic Tourist
Different Government modifier effect is (from Victoria)
(Gov1_factor + Gov2_factor) x Base Government tourist factor = Diff Gov tourism factor
The Base tourism government factor is hard coded currently at 3
Gov_factors
Chieftan = 0
Autocracy = -2
Oligarchy = -2
Classic republic = -1
Monarchy = -3
Theocracy = -4
Merchant Republic = -2
Facism = -5
Communism = -6
Democracy = -3
Wonder Tourism (tourism)
3+1 per era past when the wonder was available?built
Project yields (GPP, other yields, etc.)..from Lord Yanaek and elitetroops
Apparently
Cost=25*(1+14*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100)
GPP yield=10 ....[5 for Theater+Carnival projects... they give multiple types of GPP]
=10or5*(1+7*Larger of [100*(Number of Techs/67 OR Number of Civics/50)] /100)
others are per turn yields 15% of production as
Industrial, Harbor, Encampment=gold
Theater=culture
Holy site=Faith
Campus=Science
Carnival gives 1 Amenity
Commercial Hub gives 30% gold as production
Defense repair project.. cost unknown
..all other projects (space race, nukes) are fixed cost.
Carnival Districts give an immediate 1 turn bonus to your accumulated GPP (all kinds)
War weariness (amenities) from pascalis
http://forums.civfanatics.com/threads/how-to-deal-with-war-weariness.603115/
warmonger points(base 16 + era points(8-16-24-32)
* 1 for combat in allied lands
* 2 for combat in foreign lands
* 3 for killed unit
War weariness is applied to both parties in combat, attacker and defender, so it always goes up.
One example: i attack and kill a unit in neutral territory(foreign lands for the calculation) so my war weariness is base 16 + era points 32=48 * 2 = 96
the defender's war weariness is base 16+era points 32=48 *2(combat in foreign lands=96)48 *3(killed unit=144)=240
Players lose 1 amenity every 400 war weariness points.
Amenity loss occurs to your city with the highest population up to a certain point and then the next highest.
Cities originally owned by the civs you are at war with go first (and suffer additional penalties)
Cities founded by you go last
-50 for every turn at war
-2000 for declared peace
-200 for every turn at peace
Trade route yield (depends on districts in final city)..domestic yields confirmed..from rpgalon..***** reported fixed in 11/18/16 patch....district yield should be as in civilopedia
Updates the turn a new district is built
also bonuses for policies, with/from Egypt, from CS, and +1 gold for your trade posts in foreign cities along the way
Trade route duration (turns)
http://forums.civfanatics.com/resources/trade-routes-guide.25529/
Number of trips = FLOOR((game_speed_multiplier / trade_route_path_length) * 0.1) + 1
So the amount of turns is logically: Number of trips * trade_route_path_length * 2
game speed multiplier is 100 for standard (50 for online, 67 for Quick, 150 Epic, 300 Marathon)
Diplomacy value
Happiness/Neutral/Unhappy.. is based on Total Diplomacy
The +- modifiers displayed are the amount of change this turn
Score..from https://forums.civfanatics.com/threads/formula-thread.600534/page-2#post-14644655
+2 for each tech and civic
+5 For each wonder
+3 for each great person (awarded on recieving GP)
+4 for a pantheon and +8 for a religion (not much value for using religion)
Empire:
+5 per city
+1 per population
+3 per district
Output multipliers (added or multiplied, carried over?)
currently they seem to be carried over (applied to overflow and not divided out)...
..for tourism seems to be in multiple levels (each level of bonuses added...different level of bonuses are multiplied)...the values displayed on tiles, cities, your output at the top, none are actually used in gameplay.(they only show a portion of the calculation)
-Christo Resort bonus, Reliquary, Leakey, Theming, Heritage Tourism-applies to museum only, Printing Press, Satellite Broadcasts, French Wonder bonus (displayed on great works screen)
-Computer (this level is displayed on tiles, city and top of screen)
-Different Religion-applies to Holy site and relics only
-Different Government, open borders, trade routes, Enlightenment, Film Studio
DISCLAIMER: These are in process and have not all been confirmed
District cost (production)
=[60*(1+9*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100] * 75% IF you have less of this district than the "average" (either average of each type of district you have OR the average of this type of district over all players... conflicting reports)...
*50% if it is a UD
[ ]..round down
https://www.reddit.com/r/civ/comments/5947kp/civ_vi_mechanics_how_district_production_cost/
Settler/Builder/Trader cost (production)
Setter=80+20* number of previous copies (not sure how settlers captured count, or if it counts ones that have been queued up)
Builder =50+4* number of previous copies (not sure how builders captured count, or if it counts ones that have been queued up)
...apparently the Pyramid builder does not increase build cost, but it does increase buy cost.
Tile cost (gold, culture)
Apparently gold cost is tied into the same "tech advancement" as district cost, with apparent multipliers for second and third ring
Culture cost (confirmed)
10+(6*n)^1.3
where n is the number of tiles already claimed by culture..not sure if gold/gp/russian tiles count
Great Person cost (points, gold, faith).... point cost uncertain... has been seen to decline from one GP to another?
BASE =
60 for generals, admirals, merchant, scientist, prophets, writers (Classical Era start)
120 for engineers
240 for artists
420 for musician
Costs per era, as well as the increased prices (if "world era" is lower than the GP era):
- Classical Era: 60 (??)
- Medieval Era: 120 (??)
- Renaissance Era: 240 (310)
- Industrial Era: 420 (545)
- Modern Era: 660 (855)
- Atomic Era: 960 (1245)
- Information Era: 1320 (1715)
The cost of rushing a great people with gold or faith is:
For faith : 150+ 10*GP point remaining
For gold : 200+ 15*GP point remaining.
While the base GP cost scales with game speed, the rush bonus cost (150 faith, 200 gold) doesn't
Unit Upgrade cost (gold)..from
http://forums.civfanatics.com/threads/where-is-the-line-that-determine-the-unit-upgrade-cost.604888/
from the XML appears to be
10+0.75*(gold cost difference)
minimum 30
Gold rush (gold)
4*production cost
apparently rounded down to the nearest 5
Population growth (food)
15+8*n+n^1.5
(n is current population-1)
Policy Change (gold)
Religious population in city (influence)
Resource/Feature Harvest yield (food, gold, production)
Basevalue..25fp/50gold for bonus ...20 for features
=Base Value*(1+9*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100)
City Combat Strength
Combat damage
https://forums.civfanatics.com/threads/hans-lemurson-figures-out-the-combat-formula.606147/
Random(24-36 hp)* e^(Strength difference * 0.04) * Wall factor
e is 2.71828....
Wall factor is 15% if melee attack on walls, 50% if nonseige ranged attack on walls... possibly 50% if ranged attack by walls on units
Domestic/Foreign Tourists (culture, tourism) confirmed
Total Foreign tourists cannot decline (even if you eliminate a civ that had tourists visiting you or lose a city tourists were visiting.)
http://forums.civfanatics.com/threa...chanics-and-culture-win.603983/#post-14547927
Domestic tourists are generated per 100 total lifetime culture. (this Includes culture from Eurekas)
(confirmed by Victoria https://forums.civfanatics.com/threads/how-domestic-tourism-is-generated.605115/)
Each civ applies its tourism to all other civs that it has contacted (with modifiers)
When Civ A gets 150*(number of civs in game) lifetime Tourism on CivB, CivA gains 1 Foreign Tourist, and CivB loses 1 Domestic Tourist
Different Government modifier effect is (from Victoria)
(Gov1_factor + Gov2_factor) x Base Government tourist factor = Diff Gov tourism factor
The Base tourism government factor is hard coded currently at 3
Gov_factors
Chieftan = 0
Autocracy = -2
Oligarchy = -2
Classic republic = -1
Monarchy = -3
Theocracy = -4
Merchant Republic = -2
Facism = -5
Communism = -6
Democracy = -3
Wonder Tourism (tourism)
3+1 per era past when the wonder was available?built
Project yields (GPP, other yields, etc.)..from Lord Yanaek and elitetroops
Apparently
Cost=25*(1+14*Larger of [100*(Number of Techs/67 OR Number of Civics/50)]/100)
GPP yield=10 ....[5 for Theater+Carnival projects... they give multiple types of GPP]
=10or5*(1+7*Larger of [100*(Number of Techs/67 OR Number of Civics/50)] /100)
others are per turn yields 15% of production as
Industrial, Harbor, Encampment=gold
Theater=culture
Holy site=Faith
Campus=Science
Carnival gives 1 Amenity
Commercial Hub gives 30% gold as production
Defense repair project.. cost unknown
..all other projects (space race, nukes) are fixed cost.
Carnival Districts give an immediate 1 turn bonus to your accumulated GPP (all kinds)
War weariness (amenities) from pascalis
http://forums.civfanatics.com/threads/how-to-deal-with-war-weariness.603115/
warmonger points(base 16 + era points(8-16-24-32)
* 1 for combat in allied lands
* 2 for combat in foreign lands
* 3 for killed unit
War weariness is applied to both parties in combat, attacker and defender, so it always goes up.
One example: i attack and kill a unit in neutral territory(foreign lands for the calculation) so my war weariness is base 16 + era points 32=48 * 2 = 96
the defender's war weariness is base 16+era points 32=48 *2(combat in foreign lands=96)48 *3(killed unit=144)=240
Players lose 1 amenity every 400 war weariness points.
Amenity loss occurs to your city with the highest population up to a certain point and then the next highest.
Cities originally owned by the civs you are at war with go first (and suffer additional penalties)
Cities founded by you go last
-50 for every turn at war
-2000 for declared peace
-200 for every turn at peace
Trade route yield (depends on districts in final city)..domestic yields confirmed..from rpgalon..***** reported fixed in 11/18/16 patch....district yield should be as in civilopedia
Updates the turn a new district is built
also bonuses for policies, with/from Egypt, from CS, and +1 gold for your trade posts in foreign cities along the way
Trade route duration (turns)
http://forums.civfanatics.com/resources/trade-routes-guide.25529/
Number of trips = FLOOR((game_speed_multiplier / trade_route_path_length) * 0.1) + 1
So the amount of turns is logically: Number of trips * trade_route_path_length * 2
game speed multiplier is 100 for standard (50 for online, 67 for Quick, 150 Epic, 300 Marathon)
Diplomacy value
Happiness/Neutral/Unhappy.. is based on Total Diplomacy
The +- modifiers displayed are the amount of change this turn
Score..from https://forums.civfanatics.com/threads/formula-thread.600534/page-2#post-14644655
+2 for each tech and civic
+5 For each wonder
+3 for each great person (awarded on recieving GP)
+4 for a pantheon and +8 for a religion (not much value for using religion)
Empire:
+5 per city
+1 per population
+3 per district
Output multipliers (added or multiplied, carried over?)
currently they seem to be carried over (applied to overflow and not divided out)...
..for tourism seems to be in multiple levels (each level of bonuses added...different level of bonuses are multiplied)...the values displayed on tiles, cities, your output at the top, none are actually used in gameplay.(they only show a portion of the calculation)
-Christo Resort bonus, Reliquary, Leakey, Theming, Heritage Tourism-applies to museum only, Printing Press, Satellite Broadcasts, French Wonder bonus (displayed on great works screen)
-Computer (this level is displayed on tiles, city and top of screen)
-Different Religion-applies to Holy site and relics only
-Different Government, open borders, trade routes, Enlightenment, Film Studio
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