Applications and Tech Effects
Now we come to the central purpose of the tech model: its effect on the rest of the game. The primary effect will be to make Applications available and to improve them over time. Another effect will be to enhance the overall productivity of an Infraclass.
An Application is anything that a civilization wants to make or do. A howitzer is an application. Holding an election is an application. A cathedral is an application. Clearing a forest tile for farmland is an application. The level of a civ’s technology will obviously have a big effect on which of these applications the civ can accomplish and how well they can be done.
The ApplicationEffect value multiplies the effectiveness of the application. This number starts at 1 when the application can first be built. Since the other models define the applications, the base effectiveness is set by those model creators.
Application effects are very similar to helper tech effects. There are requirements and factors that affect how much affect a technology has on the application:
ApplicationLongTermGrowth determines how well the application will stand the tech of time. A 0 means that the application will be obsolete after a few years, while a 10 means it will never be obsolete. A library will be useful for thousands of years, so this value will be 9 or possibly even 10. A certain military formation or unit might only be useful for a few years, so the value would be set to 1 or even 0. Note that this does not represent the physical decay of infrastructure; it represents the obsolescence of the general idea.
ApplicationShortTermGrowth increases the application effectiveness in a linear rather than an exponential fashion. It represents the speed at which an application can be improved in the short term. It also ranges from 0 to 10.
ApplicationLossModifier takes effect in the special case where the technology level required for the application is falling. This number represents the ability of the application to be used even while the core theory is decaying.
In addition to these values, there are certain values that are associated with all of an application’s required techs:
TechRequirement is the level of the tech that the application needs to be invented. If the tech falls below the requirement, the application can exist, but its effectiveness will be greatly reduced.
TechEffect is the main number that determines how much the technology influences the effectiveness of the application.
Each required tech affects the application as follows:
TechEffect * (Current level – TechRequirement)
This equation is run for every required tech, and the results are added together to form a working variable called RelativeTechLevel. This value is then run through the following equation to determine ApplicationEffect
ApplicationEffect = RelativeTechLevel * ApplicationShortTermGrowth + (1+.1*(MultiplierVariable-1)* ApplicationLongTermGrowth) ^ (RelativeTechLeve/GrowthVariable) when RTL is positive or zero.
E = (GrowthVariable + RelativeTechLevel)* ApplicationLossModifier when RTL is negative.
Please note that this part of the model has not been tested like the other parts. We may need to modify these equations if they end up producing odd effects.
Aside from the specific applications, techs have an overall effect on the functioning of the civilization. The CivilizationActivity objects have the job of exporting an efficiency value to the Infraclass objects they are associated with. This value is simply called “T” in the economy model.
Calculating T is done by simply multiplying Knowledge by a number called ActivityEffect that is similar to the effect values used in the helper and application effect equations. Each CivilizationActivity object will hold a list of technologies that affect the efficiency of the infraclass, along with the ActivityEffect value for that technology. T for the infraclass is then the sum of ActivityEffect*Knowledge for each tech in that CivilizationActivity object. It is up to the economic model people to decide exactly how T will be used to define production efficiency.
I believe that is everything. I have traced the cycle from RP production to the effects on other models. Since I may have gotten something wrong, I’d like the people who know about the tech model to proofread this and point out any errors you find in the summary.
I have attached my technology spreadsheets to this post. The zip file contains the sheets and instructions for using the spreadsheets. The spreadsheet uses the old, concise names so it can fit on a single screen, but the attached instructions translate the old names into teh new ones.
Edit: How on Earth did the text get duplicated like that?