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Santiago_Claus
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The purpose of the formula is to simplify the inputs as much as possible.
You look at the base's production and plug that into one cell. You hit the "Hurry" button and put the number that comes up into another cell. The answers appear.
In order for that to happen the spreadsheet must calculate backwards from the energy cost to how many minerals are being purchased, and for that you must use the quadratic formula.
The end result is clean and elegant: put the cost and production in, get the 2 optimized costs out (exact and +10).
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anarchie
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C = M^2 / 20 + 2M
U = C / M
U = M/20 + 2
M is available from the F4 screen. This is much easier than you make it out to be.
EC = (M - P) * U
EC = C - P*U
EC10 = C - (P - 10)*U
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Enigma_Nova
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Go go gadget mathematics!
It costs x ECs to rush y remaining minerals of a project.
your base is producing z minerals.
If you want to avoid wasting minerals but want the most complete rush possible, take
(y - z + 10)*(x/y)
So indeed you are incorrect.
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Santiago_Claus
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I don't like counting mineral rows. You'd have to be a fighter pilot to enjoy distinguishing between bright blue, blue, and dull blue blocks on a dark blue background.
It is much easier on my eyes for me to take the ec figure from clicking "Hurry" as one of my inputs (and the equally easy-to-read "net mineral income" number on the right of the city resource display as my other.)
Buildings and SP's are, as someone else noted, "trivial", but units are ugly; I'd sooner extract a tooth than a root every time I want to rush a unit, so I let the spreadsheet do it for me.
However, I'm always open to new ideas, so ... here's the challenge:
Devise an approximating formula for optimized unit payments simple enough to do in one's head which takes ONLY hurry cost and production as inputs. The formula must be fail-safe: it must never under-pay!
HongHu gets the ball rolling, taking advantage of the fact that unit cost will never be less than two:
Approximation = Cost - 2 * Production
Using a test case 30-production base, 50-cost unit, 10 minerals pre-paid, we want to buy 10 more minerals to finish the unit early. (C - 2P) buys 25, which causes a waste of 5 units (20 ec).
I'll amend HH's formula with a "look-up table": 60, 160, 300 ec use production coefficients 3, 4, and 5. That is, at 60 ec the unit cost reaches 3, so you may safely discount 3 * P. You can remember the 60, 160, 300 breakpoints by remembering the pattern (3, 4, 5), (2, 4, 6):
3 * 2 * 10 = 60,
4 * 4 * 10 = 160,
5 * 6 * 10 = 300.
Or you could just buy me a better pair of glasses ...
Last edited by Santiago_Claus on 18-05-2004 at 05:13
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anarchie
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If you start by managing all your rush-buying from the F4 screen, it's not anything of a bother to note the remaining minerals before opening a base, and that's only to check the base's production.
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Minute Mirage
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Helsinki
Aug 2003 time: 07:36
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Is there a problem with just using Nethog's table? I have it printed beside me when I play and it takes me only a few seconds to look up the cost of rush building.
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Enigma_Nova
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Makes me wonder why you can't count the ECs manually, but using a table is an okay idea.
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All times are GMT. The time now is 05:36. Apolyton Time is 00:36. |
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