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Santiago_Claus
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Heh, I never would've guessed Unit Hurry Cost would've generated so much discussion, although I should've guessed from the reams of posts generated last time.
At least no one this time around is confusing "polynomial" with "exponential".
Printed chart: this classic solution is both simple and accurate, but requires external hardware (paper) and has a limited number of entries.
However, limited entries isn't so big a deal: a 2x2-column cheat sheet could easily show ec buy values up to 100 units, and beyond a certain point buying becomes more expensive than shell-upgrading, anyway.
The "external hardware" is pretty lightweight, too. Certainly I've played countless games that required extensive notes, Star Control II coming immediately to mind, so a single piece of paper isn't the end of the world.
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Enigma_Nova
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F4 - production
Total minerals - Minerals accumulated = minerals left
Base
minerals left - production + 10 = optimal # of minerals
Hurry
Rush Cost / Minerals Left = Cost per mineral
Cost per mineral * optimal # of minerals = ECs to rush
(Round up the cost in the last step if it is not an integer)
Not too bloody difficult.
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Chaos Theory

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Missouri / Misery; CC
Oct 2002 time: 04:36
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If a unit costs 80 minerals, upgrading to it costs at least 80 energy. Buying a single mineral when 12 out of 80 have been produced costs
M = 68
Total hurry = M*M/20 + 2M = 367
Total/M = 5.397...
So pay 6 energy and buy a single mineral, or pay 60 to buy 11, if the 10 minerals on the next turn are worth 54 energy.
If you want 11 minerals, however, the cheaper way is to switch to a facility (losing a mineral), buy 25 minerals for 50 energy, and switch back to a unit, losing 13 minerals.
Simple, with a 4-function calculator. Possible without, but slower.
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Santiago_Claus
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Hobbes, your formula works great at 4 or more turns, at 3 it usually works, but at 2 turns you'll wind up overpaying. At least it's fail-safe: you'll never underpay using your formula.
HongHu, your C - 2P formula starts getting sloppy as base production passes 20 or purchase qty 10. The spreadsheet shows the first "waste", of 2 ec, buying 7 minerals at a base with 24 production. ("Waste" I've defined as any ec's spent beyond what will buy a surplus of 10.)
Enigma_Nova, your formula is exact but requires 3 inputs (minerals remaining, hurry cost, and base production). Another downside is the pocket calculator, which you'll need if you'd rather not divide such lovely specimens as 110 / 31 in your head. One cannot argue with an exact answer, though.
Vev, your answer is 60. Unit cost is 5.4, incidentally, so to buy just 1 unit you'd pay 6.
The spreadsheet I used to test HongHu's formula is a matrix, of mineral quantities purchased on the x axis ranging from 1-39 and base production on y ranging from 10-100. Each intersection has 2 values, the min and max optimum purchase values. This forms the "reference sheet".
Against it are compared the corresponding cells of the "test sheet". If the test value falls within the reference values at a given production & purchase qty, the formula "works" for that situation.
Here's the funny part: I wanted to use "real" numbers, unprejudiced by knowledge of how the formulas worked, and wound up with a matrix where the cost is affected by the base production! As you move up the x axis to higher purchase quantities along a fixed y-axis value for base production, the only degree of freedom left is minerals remaining, which increases as you move up the chart. To get useful numbers it looks like I had to compare apples to oranges!
We're not really comparing apples to oranges, though, because we don't really care what we're building, or even how much it lacks being done, we care how much it costs to buy an extra 3 minerals to finish building it. (If it really bothers you, you can always move diagonally! :P Pbbbt!)
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