BlueRenner
Warlord
- Joined
- Nov 9, 2001
- Messages
- 121
Heh. With that attitude, I don't want to see you anywhere near my CounterStrike game.
Play the game. Don't play the engine.
- Bill
Play the game. Don't play the engine.
- Bill
Roland Johansen said:From GlobalDefines.xml :
The modifier BUILDING_PRODUCTION_DECAY_TIME has a value of 50, probably meaning that building production starts decaying after 50 turns.
The modifier BUILDING_PRODUCTION_DECAY_PERCENT has a value of 99, probably meaning that building production decays at 1% per turn.
The modifier UNIT_PRODUCTION_DECAY_TIME has a value of 10, probably meaning that unit production starts decaying after 10 turns.
The modifier UNIT_PRODUCTION_DECAY_PERCENT has a value of 98, probably meaning that unit production decays at 2% per turn.
I don't know if the decay rate is taken from total production cost of the building/unit or from already invested hammers. But that could be tested easily if someone wants to know.
I also don't know if these modifiers are adjusted at the different speed settings (epic, normal, etc.).
Juardis said:While I don't know for sure what decay_time and decay_percent mean with respect to CIV IV, in the nuclear industry decay is usually an exponential. Half-life refers to the time it takes to reduce an initial concentration to half its value. It never reaches zero, but after a period of time it gets so small that it might as well be zero. So in terms of CIV IV, I would say decay_time refers to the number of turns it takes to reach 0 and it approaches 0 exponentially. For example, if you have 100 gold invested in a building, it would be 0 gold at the end of 50 turns. And it would decrease exponentially (which is what I guess the decay_rate term is for). But that's in the nuclear industry, not sure what it means here.![]()
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FriscoDanconia said:I remember in thos early days a friend of mine argued that this represented that military units protected and lent their aid to settlers working on public works.
to sum it up all that happens is you swap hammers for food
Willburn said:Two comments. That 299 post article was based on this post, and you should remember this Memphus... Look at the dates for the two different posts and see who was first.
Willburn said:Second comment is this is usefull in some circumstances. I also use this for chopping on a wonder on several sources (different cities) the same turn. This way i can get like 200-600 gold from a wonder when i finish it. = I run 100% science for a loooong time...
Memphus said:I know I use it every game for different reasons, but the end result of the production swapping is on turn X you gained Y food for Y hammers. And in the early game that extra growth is vital in msot circumstances.
aviator99_uk said:The hammers received drops (linearly?) the further the forest is from the receiving city. 8 tiles seems to be a limit where hammers received = 0