S.K. Ren
Prince
Would this be a good idea? Im currently playing a Archipelago Standard Deity Standard game and I'm killing off China and I realize, "Hey! China is well into the Industrial Era while I'm still just barely in the Renaissance. Shouldn't I be salvaging their technology?"
So I came up with the idea that when you capture a city you should get a small number of beakers based on several factors: Current Age, Opponents Age, # Technologies researched, # of Technologies Opponent has researched and the size of the city. All research gained this way is split evenly among all available research options. Also affecting this is the Difficulty, Map size and Game Speed.
The formula would be: B*([Ot/Nt]-.1*[Ce-Oe] + [S/10(8-Oe)])*Gs*D*Ms
Where
B= Base value, dependent on Opponents current age (Ancient=10, Classic=25, Medieval=50, Renaissance=100, Industrial=200, Modern=300, Future=500)
Ot= # of Tech the opponent has researched.
Nt= # of Tech you have researched.
Ce= Current Era, has a integer value from 1-7 (Ancient=1...Future=7)
Oe= Opponents Era, same as above
S= Size of the city
Gs= Game Speed(Marathon=3.0, Epic=1.50, Standard=1.0, Quick=.67)
D= Difficulty, (Settler=0.90, Chieftain=0.95, Warlord=1.0, Prince=1.0, King=1.0, Emperor=1.0, Immortal=1.0, Deity=1.0)
Ms= Map Size, (Duel=1.0, Tiny=1.0, Small=1.0, Standard=1.1, Large=1.2, Huge=1.3)
So basically if you have researched more techs than your opponent you get less Beakers. If you are at a further age, you get way less beakers (You Acoustics slingshotters get a huge penalty on this ). The final bit deals with the size of the city and is modified by how advanced the opponent is. A size 10 Ancient city isnt going to offer many more beakers than a size 1 Ancient City, but a Size 10 Modern City is going to have a lot more valuable artifacts to study than a size 1 Modern City.Now the opposite is true if you are underdeveloped. You get more research to catch up should you have less tech/be at an earlier age.
Here are some examples for a Standard/Deity/Standard Game
Pure luck allows you, a Renaissance Civ to capture a size 8 city from Civ in the Modern Age. The opponent has 48 Techs, you have 29. The Renaissance Civ gets 300*([48/29]-.01*[4-6]+[8/10(8-6)])*1.1=684.6068... or 684
. Not bad. Its not game breaking. Its essentially a first level Tech from Renaissance or 1/2 to 1/3 of a later one. Suitable for taking a city from a Civ that's way ahead of you.
Now lets look at it from the other side of things. Same Civs but this time the Modern Civ is capturing a size 8 City of the Renaissance Civ. The Modern Civ gets 100*([29/48]-.01*[6-4]+[8/10(8-4)])=86.2582... or 86
. For a Civ in the modern Era that's a piddling amount and by no means a way for a Civ with a tech lead get even further ahead by stomping weaker Civs.
As a final example lets look at two future civs that are identical. Civ A captures a size 20 city of Civ B. Civ A gets 500*([71/71]+.1*[7-7]+[20/10(8-7)])=1650
. Note that only the city size and the fact that they were future Era affected the amount of beakers. Between two Ancient Civs it would have been 14.1428... 12
, and that's being gratuitous as I don't think its possible to get a Size 20 City and remain in the Ancient Era.
Tables for # of beakers gained between Civs capturing a size 5 city on Standard/Prince/Standard. The attacker is across the top and the defender on the side. For tech levels, I've used the bare minimum # of techs to get to a particular Era.
The Turquoise is the median between two identical Civs. The Light Yellow is the common encounters between Civs at various stages and the Red is the uncommon, rare, implausible or impossible match ups.
So, what do you think? I did my best to make sure the
bonus scales properly and remains balanced.
Edit: I updated the formula to use the same modifiers that the Game Speed/Map Size/Difficulty use.
Edit 2: I added a table showing a wide variety of matchups between Civs to show beaker yield.
So I came up with the idea that when you capture a city you should get a small number of beakers based on several factors: Current Age, Opponents Age, # Technologies researched, # of Technologies Opponent has researched and the size of the city. All research gained this way is split evenly among all available research options. Also affecting this is the Difficulty, Map size and Game Speed.
The formula would be: B*([Ot/Nt]-.1*[Ce-Oe] + [S/10(8-Oe)])*Gs*D*Ms
Where
B= Base value, dependent on Opponents current age (Ancient=10, Classic=25, Medieval=50, Renaissance=100, Industrial=200, Modern=300, Future=500)
Ot= # of Tech the opponent has researched.
Nt= # of Tech you have researched.
Ce= Current Era, has a integer value from 1-7 (Ancient=1...Future=7)
Oe= Opponents Era, same as above
S= Size of the city
Gs= Game Speed(Marathon=3.0, Epic=1.50, Standard=1.0, Quick=.67)
D= Difficulty, (Settler=0.90, Chieftain=0.95, Warlord=1.0, Prince=1.0, King=1.0, Emperor=1.0, Immortal=1.0, Deity=1.0)
Ms= Map Size, (Duel=1.0, Tiny=1.0, Small=1.0, Standard=1.1, Large=1.2, Huge=1.3)
So basically if you have researched more techs than your opponent you get less Beakers. If you are at a further age, you get way less beakers (You Acoustics slingshotters get a huge penalty on this ). The final bit deals with the size of the city and is modified by how advanced the opponent is. A size 10 Ancient city isnt going to offer many more beakers than a size 1 Ancient City, but a Size 10 Modern City is going to have a lot more valuable artifacts to study than a size 1 Modern City.Now the opposite is true if you are underdeveloped. You get more research to catch up should you have less tech/be at an earlier age.
Here are some examples for a Standard/Deity/Standard Game
Spoiler :
Pure luck allows you, a Renaissance Civ to capture a size 8 city from Civ in the Modern Age. The opponent has 48 Techs, you have 29. The Renaissance Civ gets 300*([48/29]-.01*[4-6]+[8/10(8-6)])*1.1=684.6068... or 684

Now lets look at it from the other side of things. Same Civs but this time the Modern Civ is capturing a size 8 City of the Renaissance Civ. The Modern Civ gets 100*([29/48]-.01*[6-4]+[8/10(8-4)])=86.2582... or 86

As a final example lets look at two future civs that are identical. Civ A captures a size 20 city of Civ B. Civ A gets 500*([71/71]+.1*[7-7]+[20/10(8-7)])=1650


Tables for # of beakers gained between Civs capturing a size 5 city on Standard/Prince/Standard. The attacker is across the top and the defender on the side. For tech levels, I've used the bare minimum # of techs to get to a particular Era.
Spoiler :
The Turquoise is the median between two identical Civs. The Light Yellow is the common encounters between Civs at various stages and the Red is the uncommon, rare, implausible or impossible match ups.
So, what do you think? I did my best to make sure the

Edit: I updated the formula to use the same modifiers that the Game Speed/Map Size/Difficulty use.
Edit 2: I added a table showing a wide variety of matchups between Civs to show beaker yield.