Discussion in 'Civ6 - Strategy & Tips' started by KrikkitTwo, Oct 21, 2016.
Domestic trade route bonuses are changed after patch.
Has anybody done any work on figuring out the Combat Formula yet?
This formula isn't precise, I made simple test with raw +3 growth bonus for city. According to my little table it should grow in 6, 14 and 25 turns, when it reach 15,40 and 75 food. But city got new pop in 6,13 and 24.
I made some testing. Map size: tiny, difficulty: settler, standard speed. I watched how my second city grow, so no amenity bonus at start, later I place plantations in turn right before growing. Food was lowered to +1 few turns before growth, so even if amenity bonus is added in turn when plantation was placed, it will be +0,2 total (at 3 and 5 pop). There is table:
OK, it might be more of what I saw in some earlier reports, where it was more like civ5
floor(15+8*n+n^1.5) would work for that sequence....
anyone see a 15, 8, 1.5 in terms of pop/food/growth in the XML?
Is this the correct formula? Are 15, 8, 1.5 the default parameters that the game installs with (unmodified by the user)?
I would like to know also how this formula scales with game speed
This is not accurate. For example, here is Goddard costing 660 gpp and Sagan costing 1715 gpp:
I buy then both and the next available great people are Rubinstein at 960 and Kwolek at 1320.
Kwolek is actually almost 400 gpp cheaper than the previous guy was. Rubinstein costs 300 more than the previous.
I'm not sure what is the logic behind the prices. 1715 doesn't fit into the formula in any way. I recall one previous game where the first info era scientist also cost a lot more than the second, but I don't recall seeing that happen for other than info era great people. Maybe every great person has a predetermined cost that is either randomly assigned at the start of the game, or same price in all games? Or first info era scientist always costs 1715 and the second costs 1320? Don't have any other saves with these same people available so can't check now.
At least the price depends more on era of the great person than on how many have been recruited.
Makes sense..might be worth it to start recording GPprices by person to see if it holds
Where can I find the appropriate Base Values and Multipliers?
I am interested in knowing the full value of a quarry harvest and a forest chop when you have discovered all techs.
I believe the base value of Forests is 20 and Quarries is 25, for a final yield of 200 or 250.
Yes, I confirm.
200 for Forests
250 for Quarries
100/100 for Rainforests
So max value for all harvesting and feature removal is 10*base value? It would be great to have a full list of all bonus resources and what yields they give when harvesting. I often forget what yields I can get from which resource.
I think it's 20 for feature-removal and 25 for harvesting.
Has anyone figured out the city border expansion formula?
1. When will each new tile be added to the city's cultural border?
2. How the next tile to be culturally added to a city is determined?
3. Why the next tile to be added in X turns is sometimes changed to another tile, before the former tile is culturally added to the city?
4. How can the next tile to be added culturally to the city be chosen, outside of purchasing it?
So only combat and killing unit has matter for WW? What about capturing cities? Razing cities? Nuclear bomning? how is any effect?
Anyone know how does the game calculate the era for the next Great Person? For example, say there's 4 Civs in Medieval, 1 in Renaissance and 1 in Industrial (my current game)
Is it the average of all Civs together? (in this case, my example would say we'd still be in the Medieval Era)
After you average all Civs, is it the Era where at least 50% of the Civs are? (in my example, the Industrial Era player would average with a Medieval one, bringing 3 Civs to Renaissance, and 3 to Medieval; thus, the average Era might be either Medieval or Renaissance)
If the most advanced is 2 eras ahead, it's the most advanced minus 1 (so if the Industrial player moves up to Modern, the era automatically goes to Industrial, regardless of the others)
I remember the World Congress of Civ V going for the last 2 (either the era where 50% of the players would be, or the most advanced era minus 1 if the most advanced was 2 eras ahead of the others).
So the scoring seems to work as follows after testing
+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 seems to consists of
+5 per city
+1 per population
+3 per district
I've checked some old saves and it seems to pan out. I had to recount some as its easy to miss districts
The help also mentions military conquests but I have not seen evidence of this and have checked a few late domination saves. All add up but non-ceded cities do not count nor their contents.
Also the total for your civ sometimes does not match the total of the individual parts for a couple of turns sometimes, especially early.A reload sorts it out and later it just seems ot work it out right without reloading.
Use the spy placement to count the districts in cities, since it shows how many districts in each city.
EDIT: Scratch that -- it counts only those districts which you can spy upon, not the entertainment districts, or encampments, ....
I made a thread about GP cost here, but I forgot to link it here for updating this thread:
All GP have a fixed cost per era, so all Medieval GP theoretically have the same cost. But if the world's average era (still need to know how the game works this out) is below the GP era, there's a increase in price. This increase depends only on the GP era.
Below are the costs per era, as well as the increased prices in parenthesis:
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)
There's a formula between eras: NewEraCost = OldEraCost + GapBetweenLast2Eras + 60. So RenaissanceGPCost = MedievalGPCost + (MedievalGPCost - ClassicalGPCost) + 60 = 120 + (120 - 60) + 60 = 240. But it's much easier to just look up the value in the table.
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