GNP in bts

oyzar

Have quit civ/forums
Joined
Oct 7, 2006
Messages
6,923
Location
Norway
In warlords and vanilla the GNP in the demographics screen was perfectly understandable and actually useful in the early game. Your GNP value was your raw commerce produced - any costs like maintenance unit upkeep and the like. Now with the BTS the GNP in demographics screen doesn't make a whole lot of sense whatsoever. Anyone know the mechanics behind them? why did it change? and how exactly does the gnp graph work(which actually includes specialists and stuff like shrines right?)?
 
I too have seen the GNP change (go up to like 25) in the opening. I suspect it now counts it as the summation of commerce in all its forms (:science: + :gold: + :commerce:) but I haven't looked in xml.
 
Well i have 12 beakers 4 espionage and 0 gold income yet it show me with a value of 24. Sounds just silly if you ask me... On the turn before i had 21 GNP though...
 
Well, 12 beakers coming from 12 commerce is 24. I think espionage is its own thing though

So in effect it's lie a doubling. Add in multipliers and i can see it heading to 225-250% of actual commerce, and with more multipliers getting close to 300%
 
How does that explain me having 21 in value the turn before then?
 
With the reservation i haven't had the time to consult the xmls, just experimented a bit ingame:

GNP in BTS appears to be simply the sum of all :science:+:gold:+:culture:+:espionage: generated everywhere with two extra rules:

(1) maintenance costs are subtructed proerly
(2) :science: is calculated in its effective form, i.e. its modified by known by other civs and extra preq techs known bonuses. Thus its augmented a bit.
 
Ok that certanly makes sense and makes for more comparable variables. It is quite silly that the prereq bonuses and hence the effective sci rate isn't stated anywhere. 12 beakers(14 effective) 2 culture 4 esp is 21(maybe the beaker is rounded up by researching with one prereq? that doesn't make much sense but is the only solution i can think of(it also matches with my beaker numbers hmmm) so 12 beakers with 1 prereq is actually 15 that is something that isn't documented anywhere. 24 != 12+7+4 though. Do you get one bonus beaker per turn on noble or something? that would also explain why 14.4 was 15 effective...
 
Basically to get the effective value of a civ's research you have to calculate gnp-culture-espionage(assuming they aren't doing espionage research...).

Thanks alot for explaining this to me. It makes it way easier for me to see the comparison to others... It also shows that creative will have insanly inflated gnp values through most of the game...

So how does the graph work? i assume that doesn't incorporate culture or espionage since there are separate graphs for them...
 
The BTS GNP'sbig plus is that it considers specialists and buildings as well so :science:/:gold: is estimated more accurately.
The minus as you mention is including :espionage: and more so :culture: in the calculation. Still along with espionage city visibility one can have very accurate idea of whats going on to deal with attempts for cultural victories as well.:D
 
Ok that certanly makes sense and makes for more comparable variables. It is quite silly that the prereq bonuses and hence the effective sci rate isn't stated anywhere. 12 beakers(14 effective) 2 culture 4 esp is 21(maybe the beaker is rounded up by researching with one prereq? that doesn't make much sense but is the only solution i can think of(it also matches with my beaker numbers hmmm) so 12 beakers with 1 prereq is actually 15 that is something that isn't documented anywhere. 24 != 12+7+4 though. Do you get one bonus beaker per turn on noble or something? that would also explain why 14.4 was 15 effective...
There is allways rounded down. Never rounded up.
The beaker are 12+1 *factor 1,2 (perhaps); it is the same as in Vanilla and WL; so you get 15 + 2 + 4 = 21

For research look here
 
Too bad it isn't showing what each individual civ is producing since it shouldn't be too hard to calculate the culture they produce by hand...
 
How is it 12+1 ? You get a free beaker every turn? does this go for all difficulties and the like? is that extra beaker modified by prereqs and such too(meaning i would only have to get 2 more beakers to get an extra free beaker from prereqs instead of 3)?
 
How is it 12+1 ? You get a free beaker every turn? does this go for all difficulties and the like? is that extra beaker modified by prereqs and such too(meaning i would only have to get 2 more beakers to get an extra free beaker from prereqs instead of 3)?

Yes to everything.:D
Well, i havent really played lower difficulties but i highly doubt its a high difficulty bonus.:crazyeye:

Still to micromanage that much you have to consider that very early on you lose 1 :commerce: via the always round down (i.e. both :science: and :gold: are rounded down) unless you go 100% or 0% science.
Techicaly one could still micromanage by switching land tiles worked, but thats to much for me.:eek:
 
I do actually run 100% or 0% science all the time to get an extra beaker out of it... One extra beaker in adition is just gravy :).
 
Back
Top Bottom