Ever wondered why you *always* have some highly corrupt cities? Ever wondered why you often seem to meet the AI very quickly? Ever had trouble doing research on a large map?
I have been examining world sizes with a small spreadsheet I have created (see attachment) and I have found that the numbers are not optimum.
First, some mathematics:
Given:
For a world with a size of X by Y, the total grid squares (G) in the game is:
(1) G = X * Y.
The total space per civ (S) is then:
(2) S = G / C.
For a world with 40% land, the land area (L) per civ is:
(3) L = 40% * S.
The average distance (D) between adjacent civilizations is:
(4) D = SquareRoot (S).
The average number of cities per civ (N) is (assuming 40% land and 1 city every 21 squares):
(5) N = L / 21.
Science rate (R) can be formulated as:
(6) R = N * 5.
A good value for minimum distance (M) can be derived by dividing average distance by 2:
(7) M = D / 2.
Now lets' run some calculations using a standard map size of 100 by 100 and 8 civs, and compare them with the standard CIV3MOD.BIC file:
(1) G = 100 * 100 = 10,000.
(2) S = 10,000 / 8 = 1,250.
(3) L = 40% * 1,250 = 500.
(4) D = SqRt (1,250) = 35.4.
(5) N = 500 / 21 = 23.8. (CIV3MOD = 16)
(6) R = 23.8 * 5 = 119.0. (CIV3MOD = 120)
(7) M = 35.4 / 2 = 17.7. (CIV3MOD = 12)
We can see at once that:
When we try each of the world sizes, these are the values we get for N, R and M:
Tiny: N = 17.1, R = 85.7, M = 15.0.
Small: N = 20.3, R = 101.6, M = 16.3.
Standard: N = 23.8, R = 119.0, M = 17.7.
Large: N = 31.1, R = 155.6, M = 20.2.
Huge: N = 38.6, R = 192.9, M = 22.5.
Here are the corresponding values from CIV3MOD:
Tiny: N = 12, R = 60, M = 6.
Small: N = 14, R = 90, M = 9.
Standard: N = 16, R = 120, M = 12.
Large: N = 24, R = 180, M = 18.
Huge: N = 32, R = 240, M = 24.
In each case, it can be seen that in the CIV3MOD file, the tech rate is simply 10 times the minimum distance between civs, but this is an error. It should instead be based on average number of cities per civ.
Here are what I think the values *should* be, based on my figures above:
Tiny: N = 18, R = 90, M = 15.
Small: N = 20, R = 100, M = 16.
Standard: N = 24, R = 120, M = 18.
Large: N = 32, R = 160, M = 20.
Huge: N = 40, R = 200, M = 24.
If these figures are used, you will have fewer corrupt cities if you're avarage-sized (but corruption will still be a problem if you get big), you will not meet AI civs as quickly on smaller maps, and science will be easier on larger maps but harder on smaller maps.
This will also assist the player who wants to create custom world sizes by providing good values for the settings. In the attached spreadsheet, there's two extra world sizes (miniscule and gigantic) that show how this might work.
I have been examining world sizes with a small spreadsheet I have created (see attachment) and I have found that the numbers are not optimum.
First, some mathematics:
Given:
- X and Y are the dimensions of the world
- C is the number of civilizations
For a world with a size of X by Y, the total grid squares (G) in the game is:
(1) G = X * Y.
The total space per civ (S) is then:
(2) S = G / C.
For a world with 40% land, the land area (L) per civ is:
(3) L = 40% * S.
The average distance (D) between adjacent civilizations is:
(4) D = SquareRoot (S).
The average number of cities per civ (N) is (assuming 40% land and 1 city every 21 squares):
(5) N = L / 21.
Science rate (R) can be formulated as:
(6) R = N * 5.
A good value for minimum distance (M) can be derived by dividing average distance by 2:
(7) M = D / 2.
Now lets' run some calculations using a standard map size of 100 by 100 and 8 civs, and compare them with the standard CIV3MOD.BIC file:
(1) G = 100 * 100 = 10,000.
(2) S = 10,000 / 8 = 1,250.
(3) L = 40% * 1,250 = 500.
(4) D = SqRt (1,250) = 35.4.
(5) N = 500 / 21 = 23.8. (CIV3MOD = 16)
(6) R = 23.8 * 5 = 119.0. (CIV3MOD = 120)
(7) M = 35.4 / 2 = 17.7. (CIV3MOD = 12)
We can see at once that:
- The minimum distance between civs in the standard CIV3MOD file is somewhat closer than half the average distance (it's actually a third).
- The optimum number of cities from CIV3MOD is only 2/3 of the best value.
- The tech multiplier is fairly close, but that's because I based my multiplier of 5 on the actual value.
When we try each of the world sizes, these are the values we get for N, R and M:
Tiny: N = 17.1, R = 85.7, M = 15.0.
Small: N = 20.3, R = 101.6, M = 16.3.
Standard: N = 23.8, R = 119.0, M = 17.7.
Large: N = 31.1, R = 155.6, M = 20.2.
Huge: N = 38.6, R = 192.9, M = 22.5.
Here are the corresponding values from CIV3MOD:
Tiny: N = 12, R = 60, M = 6.
Small: N = 14, R = 90, M = 9.
Standard: N = 16, R = 120, M = 12.
Large: N = 24, R = 180, M = 18.
Huge: N = 32, R = 240, M = 24.
In each case, it can be seen that in the CIV3MOD file, the tech rate is simply 10 times the minimum distance between civs, but this is an error. It should instead be based on average number of cities per civ.
Here are what I think the values *should* be, based on my figures above:
Tiny: N = 18, R = 90, M = 15.
Small: N = 20, R = 100, M = 16.
Standard: N = 24, R = 120, M = 18.
Large: N = 32, R = 160, M = 20.
Huge: N = 40, R = 200, M = 24.
If these figures are used, you will have fewer corrupt cities if you're avarage-sized (but corruption will still be a problem if you get big), you will not meet AI civs as quickly on smaller maps, and science will be easier on larger maps but harder on smaller maps.
This will also assist the player who wants to create custom world sizes by providing good values for the settings. In the attached spreadsheet, there's two extra world sizes (miniscule and gigantic) that show how this might work.
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