Announcement

Collapse
No announcement yet.

Reducing # of beekers needed for Science advance

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Reducing # of beekers needed for Science advance

    I know that the # of beekers required decreases with each other civ who learns a tech than you may not.

    But how much does this exactly decrease by and MOST importantly can you change this in the editor.

    Ideally I want to see the Gap b/w civs lessened so that even slow performing sci civs(like me) can usually be only 4-6 tech behind.

    Please help
    ---------------------------------------------
    Pavlov Zangalis - Hero of the capture of Berlin RFDG.
    ---------------------------------------------

  • #2
    This is the code I use to estimate the cost for the human player in C3MT. The MinCost is the actual cost after the destruction. The WORLD.NumCivs should be the numbber of civs still alive, but I don't know how to extract that info yet, and numKnown is the number of civs alive that knows the tech.

    Code:
        If AICF <= CF Then
            MaxCost = Int((CF  * Cost * TechRate) / (AICF * 10))
            
        Else
            MaxCost = Int((CF * Cost * TechRate) / (10 * 10))
        End If
        MinCost = Int(MaxCost * Int(10 ^ 4 * (1 - NumKnown / (2 * WORLD.NumCivs - Int((WORLD.NumCivs + 3) / 4)))) / 10 ^ 4)
    Creator of the Civ3MultiTool

    Comment


    • #3
      So what value would be best changed to make a noticable reduction in the Min cost based on the NumKnown value.

      From the equation I can't figure out exactly what 1-NumKnown does.


      ie 1-0 = 0 being no one knows
      1-5 = -4 being 5 civs know

      Can you let me knowas a rough % how much cheaper a sci advance gets with increasing # of known civs

      ie 100 beekers say for a particular advance at the start

      0 known = 100 beekers required
      1 known = ?
      2 know = ?
      3 etc = ?


      Also once we know this can we change it in the standard civ editor or even your editor somehow?

      What I'm trying to achieve is that once a lot of civs get a advance it becomes so cheap that its quick to learn ie it would be good if it reduces in % by 10% per known civ so at 7 other civs know its 70% less expensive ie 30 beekers.
      ---------------------------------------------
      Pavlov Zangalis - Hero of the capture of Berlin RFDG.
      ---------------------------------------------

      Comment


      • #4
        it is 1 - the entire fraction, and I don't think there is mush you can change in the editor to change the way that equation work. Also it was long since I did the calculations, and it's possible that only one of the World.NumCivs should be the number of living cives, and the other should be the total count.

        I may be able to analyze my code sometime next week, but don't count on it.
        Creator of the Civ3MultiTool

        Comment


        • #5
          I read elsewhere that they say the beeker cost reduces by a factor of 1/#civs not having the tech

          ie if 4 have it its 1/4 or 25% the cost or if 10 had it 1/10 or 10% the cost

          Is this what your equation was leaning too as I can't follow it can you give an example for a tech with a base cost of 10 with your equation.

          I find it hard to belive that it reduces by this much, what do you think?
          ---------------------------------------------
          Pavlov Zangalis - Hero of the capture of Berlin RFDG.
          ---------------------------------------------

          Comment

          Working...
          X