Galacticat42
Drifting through space, lost
I know that accumulative resources such as Gold, Beakers, Culture, Health, etc. can become out of whack with but a single integer. And so, I am suggesting to the DLL team to install a complex filter that centralizes income of all sorts into one mainstream modifier via logarithmic algorithm.
Last week I was helping a fellow modder try and find an armor value modifier to streamline mob difficulties into several sections for a new battle overhaul mod for Skyrim. The result I came upon was a logarithmic algorithm that, when put in multiple variables, spit out exactly what was wanted. Now, what does this have to do with C2C you might ask? Well, if we apply this algorithm into Civ, it will maintain the income said resources and allow for a more streamlined affect that is sought after for each era.
A direct copy and paste from my post on TheNexusForums:
What this code does, is takes in the specific value (In this case armorRating) and spits out a percentage from 0 to 100 without going over those values. This could effectively cause any gold income before gold is discovered non-existent. And can henceforth regulate by percentage all incomes accordingly.
This algorithm can force an abundance of unhealthiness or a complete drought of beakers. If used correctly, I believe this algorithm can fix most imbalances with resource incomes albeit good or bad.
Last week I was helping a fellow modder try and find an armor value modifier to streamline mob difficulties into several sections for a new battle overhaul mod for Skyrim. The result I came upon was a logarithmic algorithm that, when put in multiple variables, spit out exactly what was wanted. Now, what does this have to do with C2C you might ask? Well, if we apply this algorithm into Civ, it will maintain the income said resources and allow for a more streamlined affect that is sought after for each era.
A direct copy and paste from my post on TheNexusForums:
Code:
e = 2.718; a mathematical constant
graphInverter = 2; when multiplied by 2, e inverts the graph.
graphClimbRate = 75; A perfect balance between no armor, light armor, heavy armor, and big bad bosses
horAsymptote = 100; disallows those big bad bosses from being 100% immune to any and all damage by default
armorAbsorbPercent = pow((e*graphInverter),(-1*sqrt(graphClimbRate/armorRating)))*horAsymptote;
What this code does, is takes in the specific value (In this case armorRating) and spits out a percentage from 0 to 100 without going over those values. This could effectively cause any gold income before gold is discovered non-existent. And can henceforth regulate by percentage all incomes accordingly.
This algorithm can force an abundance of unhealthiness or a complete drought of beakers. If used correctly, I believe this algorithm can fix most imbalances with resource incomes albeit good or bad.