I checked the editor and it is 6 for both techs.
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q. about tech devaluation
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asleepathewheel's consternation:
I'm a bit suprised that this hasn't been hammered out (or if it has been, it hasn't been put in an obvious place) Would be very useful information to know exactly what is going on.
The formula presented below is accurate for PTW. It is probably also good for C3C, once the additional difficulty levels (e.g. Sid) have been added.
Hope this helps - bvc
---> from the original post:
This is the formula for research cost for v1.29f.
Research Cost = [MM * [10*COST * (1 - N/[CL*1.75])]/(CF * 10)] - Research done so far
Research Cost and research done so far are in gold.
Square brackets indicate truncation /rounddown
MM = map modifier(tech rate on world sizes tab in the editor)
Tiny 160
Small 200
Standard 240
Large 320
Huge 400
CF = AI cost factor(as on the difficulty tab in the editor)
For the purposes of the research cost formula, CF has a maximum value of 10.
Chieftain 10
Warlord 10
Regent 10
Monarch 9
Emperor 8
Deity 6
COST = technology cost as on the civilization advances tab in the editor.
N = number of civs on the diplomacy screen that have discovered the tech.
CL = number of civs left in the game
There is only one part of the formula that varies during the game: (1 - N/[CL*1.75]). There are two ways in which you can increase it to lower tech cost:
1. Increase N by exploring and buying comms to add civs to your diplomacy screen.
2. Decrease CL by killing civs.
NB. This formula is relevant for research cost of the AI civs, not just the human player. If you are interested in the research cost of a specific technology for a specific AI civ, N refers to the number of civs on that specific AI civ's diplomacy screen that have discovered that specific tech. In general, there are two ways in which you can increase AI tech cost:
3. Keep N low by not selling comms to AI civs.
4. Keep CL high by not killing civs.
And technically...
5. Keep N low by not getting techs yourself.
Obviously points 2. and 4. are contradictory so choose whichever fits your playing style. Personally I choose point 2.
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Anyone one to test out this xls to see if I have it impemented correctly?
I waste a bunch of time trying to figure out how to use excel.
It seems tobe correct, but I am not sure.Attached Files
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asleepathewheel sed:
Now that is exactly what I was looking for.
Thanks
This is just one of the hundreds of game mechanics details that I went hunting for after getting my Ottoman butt toasted in my introductory game of Civ3PTW. I understand that the developers intentionally describe many aspects of the game in vague (and sometimes misleading) qualitative terms. Whatever the reasons for not documenting the game math, I think it doesn't serve motivated (obsessive) players very well. What's so wrong about wanting to know the specific rules of the game so that you have the best chance of winning?!
I'm glad that there are dedicated (obsessive) players out there who take the time to verify and post what the game really does.
Cheers - bvc
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Well I am not sure about how I implemented the formula now or the formula itself.
The first few techs I played seemed about right. I just started Lit.
Lit is 10
Sid is 4
Std map is 240
This is 600 beakers in a straight (240*10)/4
5 civs left in the game and I know 3 with knowledge of Lit.
I am making 33 shields.
The number I get in the spreadsheet is 404. This seems low, but is about 1/3 off. This may be correct for 3 civs, I don't know.
Worse the game says I have 24 turns to learn it? 33 times 24 is nearly 800?
Anyone got a clue as too what I have wrong here?
The attached one is slightly claned up from the orig one.Attached Files
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Ok I found my error. I typed a + instead of an * after the MM. It seems very close now. I have not been able to tell if any changes have been made to the formula.
I found a ready to go one on CFC that matches the putput of mine. I should have look around first, but at least I got to learn more about excel.
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