I understand the formula, but does that mean that the maximum number of turns will be +/- 1600 turns (if first spaceship is launched in 650) or the original amount of turns (+/- 500 turns).
Next thing to test is whether Cheat Mode may have skewed the results...
It happens when your acquired techs (all your techs minus the ones you started the game with) reach 256. There are 88 techs, so if you start the game with n techs this happens at FT168+n.Ace said:The rollover of future tech is a known event. Usually around FT 167 +/-10, ...
I concur.Ace said:On the other hand, I don't recall anyone ever posting the idea of letting your own SS be recalled so that you can play many extra turns and still have the score count! It has long been known that when a SS is launched, the years/turn drops to 1, but, to the best of my knowledge, this is the first time anyone has done this.
For GOTM score, it is the number of turns that count not the date. But there is no way to figure out that this has been done from a saved game. Even though this is an exploit, I would not worry about it since real time prevents one from really exploiting this. Properly managing an empire of that size takes over 1 hour per turn. That extra 1000 turns you talk about require 1000 hours. There are less than 800 in a month!Magic_goter said:A question I now have is, how to deal with this when playing a GOTM.
IMHO the mods should use the same max (520) for everybody. I don't see any mathematical reason why the formula would have to be changed for your game. The exponent will become negative, but it still makes sense. Unfortunately, you will probably get a fairly low GOTM score, unless your civ2 score was really huge.Magic_gorter said:A question I now have is, how to deal with this when playing a GOTM. Will
the original max turns be used in the formula???
Nobody will ever know that 900 AD is turn 415 and not turn 190 (which is a huge difference in score).