Alright, I've figured out how multiple flavors work. If any percentage is needed to be taken into account, it adds them all up and averages them to determine what's going to happen. Here's some examples of how it would work:
The Wheel is set to have Flavor 1.
Flavor 4 is set at 80% to Flavor 1.
Flavor 3 is set at 10% to Flavor 1.
If Greece has both Flavor 4 and Flavor 3, when taking into account what initial tech to research, the odds of researching The Wheel will be diminished by 45% [(80+10)/2] after, I believe, all other considerations are taken into account first.
The Wheel is set to have Flavor 1 and Flavor 2 associated with it.
Flavor 3 is set at 80% to Flavor 1 and 20% to Flavor 2.
Flavor 4 is set at 10% to Flavor 1 and 50% to Flavor 2.
In this case, since Greece has Flavor 3 and 4 there is a lot more to take into account. They would have a 40% diminished chance of researching the wheel. [80+20+50+10)/4]
Basically, you just have to find out any and all flavors that would be triggered by any such event and throw that number into the pool to be averaged with all the other numbers. There are a lot of different combinations of how things could work, but hopefully those two examples illustrate it pretty well. By the way, I have a lot data on this since I tried a number of incorrect hypotheses before this simple answer dawned on me. If anybody really wants to see it I can compile and post it. It seems relatively easy to incorporate this into the game since it's just based on averages, but changing the likelihood of research by just a couple of percentage points has a very profound effect upon the results. I can't count how many times I saw the AIs in my debug game research the same tech every time without giving me a more useful statistical variation. Heh.
The Wheel is set to have Flavor 1.
Flavor 4 is set at 80% to Flavor 1.
Flavor 3 is set at 10% to Flavor 1.
If Greece has both Flavor 4 and Flavor 3, when taking into account what initial tech to research, the odds of researching The Wheel will be diminished by 45% [(80+10)/2] after, I believe, all other considerations are taken into account first.
The Wheel is set to have Flavor 1 and Flavor 2 associated with it.
Flavor 3 is set at 80% to Flavor 1 and 20% to Flavor 2.
Flavor 4 is set at 10% to Flavor 1 and 50% to Flavor 2.
In this case, since Greece has Flavor 3 and 4 there is a lot more to take into account. They would have a 40% diminished chance of researching the wheel. [80+20+50+10)/4]
Basically, you just have to find out any and all flavors that would be triggered by any such event and throw that number into the pool to be averaged with all the other numbers. There are a lot of different combinations of how things could work, but hopefully those two examples illustrate it pretty well. By the way, I have a lot data on this since I tried a number of incorrect hypotheses before this simple answer dawned on me. If anybody really wants to see it I can compile and post it. It seems relatively easy to incorporate this into the game since it's just based on averages, but changing the likelihood of research by just a couple of percentage points has a very profound effect upon the results. I can't count how many times I saw the AIs in my debug game research the same tech every time without giving me a more useful statistical variation. Heh.
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