Mixam -
The numbers in your min/max table show a pattern similar to what I saw using a medium map.
The formula for beakers would appear to be something like:
Beakers = TECH# X (BASE +/- various modifiers)
where:
TECH# is the number of Acquired Techs + 1
BASE starts as 10 (set in the Rules.txt) for Tech 1
and then slowly increases over the first 20 techs
until if reaches approximately 20 and then stays constant.
"various modifiers" includes your tech position relative to other civs
but also other factors, such as:
level of play, map size, number of starting civs,
the proximity of other civs' starting location(?),
the number of starting techs you have(?), and possibly other things.
Most of these are determined at the start of the game and stay constant.
However, it would be nice to know how they effect your minimum tech cost.
I know that some games (same map size, level, and # of civs) have higher
minimum beaker costs than other games, no matter how many techs you give away.
samson
The numbers in your min/max table show a pattern similar to what I saw using a medium map.
The formula for beakers would appear to be something like:
Beakers = TECH# X (BASE +/- various modifiers)
where:
TECH# is the number of Acquired Techs + 1
BASE starts as 10 (set in the Rules.txt) for Tech 1
and then slowly increases over the first 20 techs
until if reaches approximately 20 and then stays constant.
"various modifiers" includes your tech position relative to other civs
but also other factors, such as:
level of play, map size, number of starting civs,
the proximity of other civs' starting location(?),
the number of starting techs you have(?), and possibly other things.
Most of these are determined at the start of the game and stay constant.
However, it would be nice to know how they effect your minimum tech cost.
I know that some games (same map size, level, and # of civs) have higher
minimum beaker costs than other games, no matter how many techs you give away.
samson
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