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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Creation > Reducing # of beekers needed for Science advance
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Colwyn is offline Colwyn
Prince
Melbourne, Australia
Aug 2000
time: 15:36
  Old Post 28-05-2004 09:50
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Reducing # of beekers needed for Science advance Support Apolyton or Terrorists Win

I know that the # of beekers required decreases with each other civ who learns a tech than you may not.

But how much does this exactly decrease by and MOST importantly can you change this in the editor.

Ideally I want to see the Gap b/w civs lessened so that even slow performing sci civs(like me) can usually be only 4-6 tech behind.

Please help

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:36
  Old Post 28-05-2004 12:02
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This is the code I use to estimate the cost for the human player in C3MT. The MinCost is the actual cost after the destruction. The WORLD.NumCivs should be the numbber of civs still alive, but I don't know how to extract that info yet, and numKnown is the number of civs alive that knows the tech.

code:
If AICF <= CF Then MaxCost = Int((CF * Cost * TechRate) / (AICF * 10)) Else MaxCost = Int((CF * Cost * TechRate) / (10 * 10)) End If MinCost = Int(MaxCost * Int(10 ^ 4 * (1 - NumKnown / (2 * WORLD.NumCivs - Int((WORLD.NumCivs + 3) / 4)))) / 10 ^ 4)

Colwyn is offline Colwyn
Prince
Melbourne, Australia
Aug 2000
time: 15:36
  Old Post 29-05-2004 02:55
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So what value would be best changed to make a noticable reduction in the Min cost based on the NumKnown value.

From the equation I can't figure out exactly what 1-NumKnown does.


ie 1-0 = 0 being no one knows
1-5 = -4 being 5 civs know

Can you let me knowas a rough % how much cheaper a sci advance gets with increasing # of known civs

ie 100 beekers say for a particular advance at the start

0 known = 100 beekers required
1 known = ?
2 know = ?
3 etc = ?


Also once we know this can we change it in the standard civ editor or even your editor somehow?

What I'm trying to achieve is that once a lot of civs get a advance it becomes so cheap that its quick to learn ie it would be good if it reduces in % by 10% per known civ so at 7 other civs know its 70% less expensive ie 30 beekers.

Gramphos is offline Gramphos
ACS Civ III Files Manager, Prince of Development
Chalmers, Sweden
Apr 2001
time: 06:36
  Old Post 30-05-2004 01:45
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it is 1 - the entire fraction, and I don't think there is mush you can change in the editor to change the way that equation work. Also it was long since I did the calculations, and it's possible that only one of the World.NumCivs should be the number of living cives, and the other should be the total count.

I may be able to analyze my code sometime next week, but don't count on it.

Colwyn is offline Colwyn
Prince
Melbourne, Australia
Aug 2000
time: 15:36
  Old Post 30-05-2004 02:39
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I read elsewhere that they say the beeker cost reduces by a factor of 1/#civs not having the tech

ie if 4 have it its 1/4 or 25% the cost or if 10 had it 1/10 or 10% the cost

Is this what your equation was leaning too as I can't follow it can you give an example for a tech with a base cost of 10 with your equation.

I find it hard to belive that it reduces by this much, what do you think?

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