Grids are much prettier than formulas
Indeed they are, I was dazzled by the many colours.
Thanks a lot for a useful diagram, will help me a lot in the future.
Grids are much prettier than formulas
malekithe said:It looks like there's some funny rounding going on. One would expect a forest 3 tiles away, within the cultural borders, on epic speed, pre-Mathematics to be worth 25 hammers. (25*2/3*1.5) However it looks like, in game, they're rounding the result of 25*2/3 down to 16 and then when they multiply by 1.5 the result is only 24. Bug, or by design?
iProduction *= getFeatureProductionModifier()+100
iProduction /= 100
malekithe said:I was aware the game rounded all of it's arithmetic to the lowest integer, but I wasn't aware they did it for every interrim operation. It seems a tad unnecessary in this particular case, as there's little reason they couldn't just divide by some multiple of 100 at the end of the block of code. That would produce a more "accurate" result.
atreas said:I just hate it when I see (for one more time) that they didn't manage to find a formula that balances for all game speeds. After all, epic isn't the most unpopular game speed (I could say exactly the opposite is true).
You are certainly more clever than me, of course, so you can find things "complete nonsense" or not. I have similar habbits, I admit, but generally I try to be more polite.DaviddesJ said:This seems like complete nonsense. You surely can't believe that one hammer more or less has any significant effect on game balance.
atreas said:Can you find a good reason why even 1 hammer should be taken or given according to game speed?
If it isn't intented, then it's bad balancing. PERIOD.
atreas said:So, let's just say that the "complete nonsense" phrase didn't ever existed .