debeest, the net shield production for each city is not there as well -- only the total shield (i.e., without considering support) is stored, then when the game processes a city the net number is calculated.
For the total beaker problem I think we have a pretty good idea how the formula looks like. It should depend on 1) the number of techs you have (excluding starting ones); b) your power rank and the difference between your tech number and the key civ's tech number; 3) map size; 4) a coefficient defined in rules.txt. Once we can figure out that we can calculate the number by ourselves.
For the total beaker problem I think we have a pretty good idea how the formula looks like. It should depend on 1) the number of techs you have (excluding starting ones); b) your power rank and the difference between your tech number and the key civ's tech number; 3) map size; 4) a coefficient defined in rules.txt. Once we can figure out that we can calculate the number by ourselves.
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