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Game Settings Mathematical Details (v 1.61)

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  • Game Settings Mathematical Details (v 1.61)

    I think this interesting and important information will help you to understand game settings concepts.

    All the information I got during the experiments

    I can't find this information anywere else (surely except first two tables).

    Code:
    World Size Rivals
    Duel 1
    Tiny 2
    Small 4
    Standard 6
    Large 8
    Huge 10
    Game Speed Turns Count Turns Factor
    Quick 320 0.69
    Normal 460 1
    Epic 660 1.43
    Maraphon 1200 2.6
      Game Speed
    Quick Normal Epic Marathon
    Cost Factor Units 0.67 1 1.5 2
    Buildings 0.67 1 1.5 3
    Technologies 0.67 1 1.5 3
      World Size
    Duel Tiny Small Standard Lagre Huge
    Technologies Cost Factor 1 1.1 1.2 1.3 1.4 1.5
      Difficulty Level
    Settler Chieftain Warlord Nobel Prince Monarch Emperor Immortal Deity
    Technologies Cost Factor 0.6 0.75 0.9 1 1.1 1.15 1.2 1.25 1.3

    Another game settings: Map Type, Climate, SeaLevel, Civilization Type - do not affect on Units, Buildings and Technologies Cost Factor.




    Example:

    -----------------------------------------

    World Size - Standard
    Difficulty Level - Nobel
    Game Speed - Normal

    Future Tech - 13000
    Factory - 250
    Modern Armor - 240

    -----------------------------------------

    World Size - Tiny
    Difficulty Level - Emperor
    Game Speed - Marathon

    Future Tech - 10000 * 1.1 *1.2 * 3 = 39600
    Factory - 250 * 3 = 750
    Modern Armor - 240 * 2 = 480

    -----------------------------------------


    It is very smart and good that factors normalize game features costs according to the game settings. It is one that was failed to take into account in previous versions of the game (I, II, III).



    I do not understand only one thing:

    why Turns Factors is

    0.69565217..., 1, 1.43478260..., 2.60869565...

    but not

    0.67, 1, 1.5, 3?
    Last edited by Collapse; December 26, 2006, 08:50.

  • #2
    The Turns Factors are not irrational. They are non-terminating decimals, but they are rational non-terminating decimals.
    Participating in my threads is mandatory. Those who do not do so will be forced, in their next game, to play a power directly between Catherine and Montezuma.

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    • #3
      Hey, quite an interesting bit of information, thanks!

      Comment


      • #4
        Indeed. 320/460, 660/460 and 1200/460 are all pretty rational numbers. That's the definition of a rational number: A fraction of two integers (note that this includes the integers, as 1 = 1/1, etc).

        An irrational number is a number that can't be written as a fraction of two integers. Like the squareroot of 2 or Pi.

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        • #5
          Perhaps he meant irrational in the colloquial sense. For instance, 5 is a rational number, unless you're talking about how many dollars they should charge me for a cup of coffee.

          Thanks for the tables, OP.

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          • #6
            BTW, if you put a table in the future I recommend [code ] blocking it so that it won't have wonky spacing... That's why they're so far apart [because the vB code display engine is inserting < br > s all over].

            Using [code ] and [/code ] around your tables, without the space before ], will fix it right up
            <Reverend> IRC is just multiplayer notepad.
            I like your SNOOPY POSTER! - While you Wait quote.

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            • #7
              Originally posted by snoopy369
              BTW, if you put a table in the future I recommend [code ] blocking it so that it won't have wonky spacing... That's why they're so far apart [because the vB code display engine is inserting < br > s all over].

              Using [code ] and [/code ] around your tables, without the space before ], will fix it right up
              Thanks a lot!

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