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SlowThinker is offline SlowThinker
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The game mechanics, formulas and constants Support Apolyton, buy Galactic Civilizations: Deluxe Edition

I am an absolute total beginner, just tried several turns. I would like to play, but I know nothing about the game mechanics and formulas, and so I can't start to play - I don't know what to do, I have no base for my decisions.

I found the excellent Locotus' explanation about use of squares around cities:
about that green bar.........

Locutus mentions several constants, for example ...

quote:
Originally posted by Locutus
Over this you have to apply the government food coefficient though, which in this case - in 4000 BC in Tyranny - is 0.85.

quote:
To get the population growth from this, you need to first take into account the Crime. By default this is 25%

etc.

Of course there is many more important constants, like "costs" of units, amount of PW needed for tile improvements, formula for rushbuying...

Where do you get these constants? Can I find any overview?
Or ... it looks the constants depend on mods - so I must go in .txt files?

Use of the Commerce
Another point is that Locutus' explanations are clear for food and production, but it can't be applied to the commerce. For example if you open the Empire Manager in detailed mode, the Collected Food and Collected production is equal to the sum of the entries below (for example Collected Food = Crime + Consumed + Stored).
But this doesn't work with the Commerce! Although the crime is lower than in case of Food and Production, a part of Commerce is lost and there is no explanation why.

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I see first I should do more searching. OK, I went through all .txt files in the game package and I found it. I also found the Modification section of Apolyton. That's nice to have all the game constants available, I start to like CTP...

Still I have some questions:
It would be nice to have these .txt files in a form of tables (at least the most important values). Do you have such tables? And because there are different mods ... maybe ... a tool that would convert .txt files to tables would be nice. Is there such a tool?

And concrete questions:
Use of commerce - still I don't understand it.
And a new question: the combat math - how does it work? (Attack, Defense, Damage, Armor ... what is the effect of these constants?)

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by SlowThinker
Where do you get these constants? Can I find any overview?
Or ... it looks the constants depend on mods - so I must go in .txt files?


The text files.

quote:
Originally posted by SlowThinker
Use of the Commerce
Another point is that Locutus' explanations are clear for food and production, but it can't be applied to the commerce. For example if you open the Empire Manager in detailed mode, the Collected Food and Collected production is equal to the sum of the entries below (for example Collected Food = Crime + Consumed + Stored).
But this doesn't work with the Commerce! Although the crime is lower than in case of Food and Production, a part of Commerce is lost and there is no explanation why.


For commerce first it is collected from the field. From that raw amount, buildings are supported and wages are paid, and that is splitted accoring to the science tax into commerce and science.

And then on commerce and science all the buildinga nd wonder modifers are applied. By the way you don't support buildings and people from Capitalization and specialists.

-Martin

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quote:
Originally posted by Martin Gühmann
For commerce first it is collected from the field. From that raw amount, buildings are supported and wages are paid, and that is splitted accoring to the science tax into commerce and science.


Thx, I think I understand. I supposed the crime is abduced first and so it is applied first but this not true: The crime is applied after all modifiers and also after Wages are deducted (contrary to food rations that are reduced by crime).
Also I didn't know the crime doesn't apply to science.


Crime
quote:
Originally posted by Locutus
To get the population growth from this, you need to first take into account the Crime. By default this is 25%, so we substract that from our food supply and get 0.75 * 41 = 31 food.

25%? I searched all the file for 'crime' but found no a general value for Crime...?? I see only CrimeCoef in govern.txt.

So I made a test: I edited the govern.txt and created a "base government":
FoodCoef 1
ProductionCoef 1
KnowledgeCoef 1
GoldCoef 1
MaxScienceRate 1
CrimeCoef 1
CrimeOffset 95

Then I played with the cheat mode (changed terrain and city size) and changed the workday and got these values for production:
production 17 / crime 3, 18/4, 46/8, 56/10, 62/11, 65/12, 75/13, 75/15, 79/14, 85/17, 88/15, 91/18, 92/16, 102/20, 103/21, 105/18, 106/21, 115/23, 120/24, 121/21

First I thought the crime is 1/6 for the food, 1/5 for the production, 1/6 for the gold (and 0 for science), but the values 105/18 and 121/21 doesn't correspond...

SlowThinker is offline SlowThinker
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Pls don't overlook my 2nd post about the combat math.

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Maybe I found what is the problem with the crime - the crime is affected also by happiness, but the effect of happines doesn't refresh automately, so you must move the slider so that it gets rereshed.
For example if you change happiness by changing food rations then you don't see a correct crime of gold until you move the wages slider.

BTW ... the city window shows only the gross values of food/prod/commerce ... is there any way how to find out the net values? Except you have only one city and look the City Manager?

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I am sorry I am filling the forum by such a trash.
I have understood the formula for the Crime, but I suppose it is well known:

Crime (%) = CrimeCoef * (CrimeOffset - Happiness)

An example: the usual CrimeOffset is 95, under Tyranny the CrimeCoef is 1.5, so
with Happiness 95 the Crime is 0%,
with Happiness 75 the Crime is 1.5*20%=30% etc.
The crime level is equal for all Food/Production/Science/Gold but the value in the Commerce column of the Empire Manager shows crime of Gold only (the crime for Science is not shown).

Am I correct?

BTW it appears there is some limit of 78 for the Happiness - what's that?

Edit: added the CrimeCoef

Last edited by SlowThinker on 14-08-2005 at 20:42

Maquiladora is offline Maquiladora
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Hi SlowThinker,

heres an excel spreadsheet that should show the basics of combat.

Attachment: ctp2_combat_sim_final_1.xls
This has been downloaded 3 time(s).

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Maquiladora, thx very much.

But the spreadsheet looks suspicious:
The first column (situation A):

1.
Attacker's armour, hitpoints, defence capacity - shouldn't these values be Defender's?
2.
'Total Attack for Attacking Unit' is never used, I suppose it should be used in 'Chance of Attacker Hitting'? (C14 in place of C8)

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1. Attackers use their defence too. Both sides use defence and attack each round.

This might be changed in the sourcecode project where the defender doesnt use its attack value in a battle, and vice versa.

2. I think this is because veteran effect didnt work in 1.1 (fixed in the sourcecode).

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by SlowThinker
I have understood the formula for the Crime, but I suppose it is well known:

Crime (%) = CrimeCoef * (CrimeOffset - Happiness)

An example: the usual CrimeOffset is 95, under Tyranny the CrimeCoef is 1.5, so
with Happiness 95 the Crime is 0%,
with Happiness 75 the Crime is 1.5*20%=30% etc.
The crime level is equal for all Food/Production/Science/Gold but the value in the Commerce column of the Empire Manager shows crime of Gold only (the crime for Science is not shown).

Am I correct?


The building and wonder modifers are missing, but otherwise the formular is correct.

quote:
Originally posted by SlowThinker
BTW it appears there is some limit of 78 for the Happiness - what's that?


What do you mean by some limit of 78 for the happiness?

quote:
Originally posted by SlowThinker
Maybe I found what is the problem with the crime - the crime is affected also by happiness, but the effect of happines doesn't refresh automately, so you must move the slider so that it gets rereshed.
For example if you change happiness by changing food rations then you don't see a correct crime of gold until you move the wages slider.


Well that is true for the display of these values in this manager, at least in the executables relased by Activision. However this screen doesn't calculate the values that matter.

quote:
Originally posted by SlowThinker
BTW ... the city window shows only the gross values of food/prod/commerce ... is there any way how to find out the net values? Except you have only one city and look the City Manager?


Actual for gold you see the net value, afterwards you have collected everything payed upkeep and wages, splitted commerce into science and gold, processed the gold, added meanwhile the values from speacilists and trade routes and capitalization and finally subtraced crime loss and conversion loss.

-Martin

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quote:
Originally posted by Martin Gühmann
The building and wonder modifers are missing, but otherwise the formular is correct.

What did I overlook in the Apolyton documentation and/or the .txt files? Where is this formula (and other similar formulas) published?

quote:
What do you mean by some limit of 78 for the happiness?

When I started my first game (in Tyrrany) I was unable to set the Empire happiness over 78 (using the sliders of Wages, Rations and Workday).
But now (I have 3 cities now) I can't get over 77.

quote:
Well that is true for the display of these values in this manager, at least in the executables relased by Activision. However this screen doesn't calculate the values that matter.

The sentence in italics - what did you want to say?

quote:
Actual for gold you see the net value, afterwards you have collected everything payed upkeep and wages, splitted commerce into science and gold, processed the gold, added meanwhile the values from speacilists and trade routes and capitalization and finally subtraced crime loss and conversion loss.

The science appears to work in a similar fashion... am I correct?




quote:
Originally posted by Maquiladora
2. I think this is because veteran effect didnt work in 1.1 (fixed in the sourcecode).

Do you mean the sourcecode project? Do the mods apply the veteran status?

Is the formula for attack tried-and-true? Because this formula was supposed to work with Civ2 and later it was proved the formula is more complicated.

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quote:
Originally posted by SlowThinker
And a new question: the combat math - how does it work? (Attack, Defense, Damage, Armor ... what is the effect of these constants?)

Big numbers = good
Small numbers = reseach more

Maquiladora is offline Maquiladora
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quote:
Originally posted by SlowThinker
Do you mean the sourcecode project? Do the mods apply the veteran status?


Yes, but im not sure what the final fix was, I wanted +50% for attack and defence for veterans, but the original manual says only "a bonus to attack rating", so i think that was the final fix.

No, i dont think its possible to fix with SLIC in a mod.

quote:
Is the formula for attack tried-and-true? Because this formula was supposed to work with Civ2 and later it was proved the formula is more complicated.


It was done quite a while ago, before the sourcecode, in just a couple of days, "out of interest" kind of thing.

It could be found out for sure in the sourcecode, not by me though.

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quote:
Originally posted by SlowThinker
What did I overlook in the Apolyton documentation and/or the .txt files? Where is this formula (and other similar formulas) published?


In the Great Library you should find that there are wonders and buildings that reduce crime. You can find the stuff in the text files, too. And of course in the source code.

quote:
Originally posted by SlowThinker
When I started my first game (in Tyrrany) I was unable to set the Empire happiness over 78 (using the sliders of Wages, Rations and Workday).
But now (I have 3 cities now) I can't get over 77.


You need to construct buildings that increases happiness like shrines and theaters. But why maxing out happiness, as long as it is over the 73 the riot limit you are ok.

quote:
Originally posted by SlowThinker
The sentence in italics - what did you want to say?


The values that the game uses are calculated on BeginTurn event. The values that you see in the manager are just projections.

quote:
Originally posted by SlowThinker
The science appears to work in a similar fashion... am I correct?


Yes accept there is no science from trade routes or capitalisation.

-Martin

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Thx guys.

quote:
Originally posted by Martin Gühmann
In the Great Library you should find that there are wonders and buildings that reduce crime. You can find the stuff in the text files, too. And of course in the source code.

I mean the formulas - I suppose they are neither in GL nor in .txt files - so the source code is the only source? My question is if there are similar posts like Locotus' formula about use of food from squares (there is a link in my first post here) but about different scopes (like crime).

quote:
Originally posted by Martin Gühmann
You need to construct buildings that increases happiness like shrines and theaters.

I thought happiness improvements icrease happiness rather than allow to get over some limit...
What constant determines the limit? I know RIOT_LEVEL, TooManyCitiesThreshold, MartialLawThreshold but they don't cause this limit probably ...

quote:
But why maxing out happiness, as long as it is over the 73 the riot limit you are ok.

I minimized rations and maximized workday, but I maximized the wages. I lose something in gold and science but gain in lower crime.
It looks this works well especially at the start when cities are small and the production comes from the city base (the central square) rather than citizens.
But I can guess that a low crime is not worth of building improvements.

quote:
The values that the game uses are calculated on BeginTurn event. The values that you see in the manager are just projections.

Values are calculated for each city but the manager shows only a sum of numbers from individual cities?

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quote:
Originally posted by Immortal Wombat
Big numbers = good
Small numbers = reseach more

We have clearly different approaches to TBS games

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by SlowThinker
I mean the formulas - I suppose they are neither in GL nor in .txt files - so the source code is the only source? My question is if there are similar posts like Locotus' formula about use of food from squares (there is a link in my first post here) but about different scopes (like crime).


You was quite good to figure out the amount of crime if there are no buildings or wonders that reduce crime. So for instance a building reduces crime let's say by 10% and there is a wonder that reduces crime by 30%, you shouldn't have any problems to put it into your formula. Of course if you waant to know it exactly you have to take a look into the source code.

quote:
Originally posted by SlowThinker
I thought happiness improvements icrease happiness rather than allow to get over some limit...
What constant determines the limit? I know RIOT_LEVEL, TooManyCitiesThreshold, MartialLawThreshold but they don't cause this limit probably ...


Limit? There is no limit, the city has a base happiness and then all the modifers that add and reduce happiness come into play.

quote:
Originally posted by SlowThinker
I minimized rations and maximized workday, but I maximized the wages. I lose something in gold and science but gain in lower crime.
It looks this works well especially at the start when cities are small and the production comes from the city base (the central square) rather than citizens.
But I can guess that a low crime is not worth of building improvements.


Actually our startegy is it to exploit our people, at least in the standart game this seems to be the right strategy.

quote:
Originally posted by SlowThinker
Values are calculated for each city but the manager shows only a sum of numbers from individual cities?


Then you didn't find every manager.

By the way Ben's way of thinking about these numbers is a very practical way. The bigger the better.

-Martin

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quote:
Originally posted by Martin Gühmann
Actually our startegy is it to exploit our people, at least in the standart game this seems to be the right strategy.


I think hes talking about right at the start. I increase wages to maximum because you lose hardly any science (if any at all), but lower crime for faster settlers.

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quote:
Originally posted by Maquiladora
I think hes talking about right at the start. I increase wages to maximum because you lose hardly any science (if any at all), but lower crime for faster settlers.


Well can be, you don't pay for buildings and you can't set you science tax to 100%. But scinece is taken from what is left afterwards you have paid the people and the buildings, so actual it should decrease science unless, the wages aren't so high, either. However I played around with my optimization code and I inserted one piece that should correct a bug, but I saw this increasing wages to the maximum and my algorithm was right at least it did what it was supposed to do, but so far I didn't investigate it so deeply if I didn't oversee something.

-Martin

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quote:
Originally posted by Martin Gühmann
Of course if you waant to know it exactly you have to take a look into the source code.

I hoped somebody did the work for me already.

quote:
By the way Ben's way of thinking about these numbers is a very practical way. The bigger the better.

My problem is I am hesitant, and it may happen that there are two numbers to be upped...

quote:
Well can be, you don't pay for buildings and you can't set you science tax to 100%. But scinece is taken from what is left afterwards you have paid the people and the buildings, so actual it should decrease science unless, the wages aren't so high, either.

You want to say that science is very important (in comparison to gold)? But IMO the growth (production + food) is more important. With wages set to maximum you lose some science but get much of growth.

quote:
However I played around with my optimization code and I inserted one piece that should correct a bug...

Optimization code? What's that?

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quote:
Originally posted by Martin Gühmann
Limit? There is no limit, the city has a base happiness and then all the modifers that add and reduce happiness come into play.

I mean a limit of the Empire Happiness.

This is an example of my starting game (Tyrany):

1st picture:
Rations, Workday and Wages are set to expected values. The Empire Happines (next EH) is 76.
(I supposed it would be rather 75 because of
BASE_CONTENTMENT 75 # starting happiness
but maybe it is BASE_CONTENTMENT + 1 ?)
If I drag any slider to higher exploitation then the EH drops to 75, 74, 73 etc. (it corresponds to NegativeRationsCoef=1, NegativeWorkdayCoef=1, PositiveWagesCoef=1)

2nd picture:
If I drag any slider to lower exploitation then the EH increases to 78 (by +2), although the PositiveXXXCoeficients are again 1.

3rd picture:
If I drag any slider to lower exploitation again then the EH doesn't increase anymore, it stays 78. This is the limit I mentioned.

With 2 cities the "base happiness" drops from 76 to 75 and it works a similar way: first +2 to 77, then no more increment.

With 8 cities the "base happiness" drops from 75 to 74 and the limit of EH is 76.

Attachment: empiremanager 1city.jpg
This has been downloaded 47 time(s).

Martin Gühmann is offline Martin Gühmann
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quote:
Originally posted by SlowThinker

I mean a limit of the Empire Happiness.

This is an example of my starting game (Tyrany):

1st picture:
Rations, Workday and Wages are set to expected values. The Empire Happines (next EH) is 76.
(I supposed it would be rather 75 because of
BASE_CONTENTMENT 75 # starting happiness
but maybe it is BASE_CONTENTMENT + 1 ?)
If I drag any slider to higher exploitation then the EH drops to 75, 74, 73 etc. (it corresponds to NegativeRationsCoef=1, NegativeWorkdayCoef=1, PositiveWagesCoef=1)

2nd picture:
If I drag any slider to lower exploitation then the EH increases to 78 (by +2), although the PositiveXXXCoeficients are again 1.

3rd picture:
If I drag any slider to lower exploitation again then the EH doesn't increase anymore, it stays 78. This is the limit I mentioned.

With 2 cities the "base happiness" drops from 76 to 75 and it works a similar way: first +2 to 77, then no more increment.

With 8 cities the "base happiness" drops from 75 to 74 and the limit of EH is 76.


And now what's your problem? Of course if you raise the exploitation your happiness drops, and if you lower explotation it increases. And of course with the sliders you have only a limited effect, but you can build happiness improvements happiness wonders, for instance the Ramajana gives you +3 happiness in each of your cities, and you can engage entertainers. Each entertainer gives you a +2 happiness. So if you have size 60 cities you can turn in each city 30 workers into entertainers, that gives you a happiness bonus of +60 and then you average happiness will also increase by +60 if you do it in all of your cities. But of course doing this doesn't give you any gain, espeacilly if you build some crime reducing buildings.

-Martin

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quote:
Originally posted by SlowThinker
You want to say that science is very important (in comparison to gold)? But IMO the growth (production + food) is more important. With wages set to maximum you lose some science but get much of growth.


I agree. You dont actually have to start decreasing wages until commerce (from the land), and a government with high science tax, becomes more effective than using scientists specialists.

Anyway what youre mentioning has all been identified and fixed in one mod or another, which will make its way to the sourcecode eventually too.

Things like increasing negative happiness for slider movement and increasing the need for gold, both of which are done in Ages of Man.

Science costs are also extremely high in AoM, so a one notch decrease in wages could mean 20 turns to next advance, even early in the game. You can grow and build a lot but youll be 100 or 200 turns behind in science if you neglect it too long.

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I think they delibrately made it almost impossible(maybe actualy impossible) to work out the finer details of CTP.
And as it turns out i never had a problem with playing the game - just dive in, try some stuff and have fun or retry it if it doesn't work as you hoped.

Its this 'fog of watthehellishappening' that i like in the CTP games

Still if your brain is upto it, i'm sure any info you could give us in your quest for the answer to life the universe and everything in CTP would be well recieved

Compared to civ where you can count your sheaths of wheat etc, CTP is weird and unfathomable.

[ie i dont have a clue what any of the numbers underneath the game actually do]. phew.

SlowThinker is offline SlowThinker
King
homeless, Praha, Czech Republic
Jan 2000
time: 06:37
  Old Post 18-08-2005 01:36 Visit SlowThinker's homepage!
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quote:
Originally posted by Martin Gühmann
And now what's your problem?

My problem is I almost understand how the happiness works...
There is Empire Happiness (EH) that is shown on the empire manager and depends on sliders of Rations, Workday and Wages. EH serves as a base happiness for cities: increases and decreases are shown for each city under the Status tab.
Am I right?

...but what I don't understand is how exactly is defined the EH:
It looks there is some limit but I don't know how it is derived. i.e. which constant affects it. Why just city sizes 2 and 8 lower this limit? Does this limit depend on other things (government)?
Why the hell the EH increases by +2 although the PositiveXXXCoeficients are 1?

quote:
So if you have size 60 cities you can turn in each city 30 workers into entertainers, that gives you a happiness bonus of +60 and then you average happiness will also increase by +60 if you do it in all of your cities. But of course doing this doesn't give you any gain, espeacilly if you build some crime reducing buildings.

When going through the .txt files I was curious what is this:
VERY_HAPPY_THRESHOLD 85 # threshold at which a city is considered "very happy"
Does it cause any effect?

Last edited by SlowThinker on 18-08-2005 at 01:47

SlowThinker is offline SlowThinker
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homeless, Praha, Czech Republic
Jan 2000
time: 06:37
  Old Post 18-08-2005 01:38 Visit SlowThinker's homepage!
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quote:
Originally posted by child of Thor
Its this 'fog of watthehellishappening' that i like in the CTP games

I couldn't like a game if I didn't know what happens.

quote:
Compared to civ where you can count your sheaths of wheat etc, CTP is weird and unfathomable.

It is not so bad.
Sheats of wheat (food production) can be derived from growth, values of gold and science in the city window are net values, so it looks only the city production is hidden (and I dislike this fact).
Cumulated food is represented by population, cumulated gold and science is published too, but cumulated shields are unclear again. So I made a spreadsheet that computes shields from the rushbuy cost. It is attached in the next post.

Rushbuys

I used the spreadsheet for understanding how the rushbuy cost is derived. It looks the values XXXRushModifier in govern.txt (UnitRushModifier, BuildingRushModifier, WonderRushModifier, EndGameRushModifier) are valid only for 0 shields remaining (and so are only theoretical). If you have no shield cumulated then the cost is doubled.

An example:
You want to rushbuy a settler (it costs 740 shields) under Monarchy, the UnitRushModifier for monarchy is 4. So for example
if you need to buy full cost (740) you pay 4*740*2 gold
if you need to buy 3/4 of cost (555) you pay 4*555*1.75 gold
if you need to buy 1/2 of cost (370) you pay 4*370*1.5 gold
if you need to buy 1/10 of cost (74) you pay 4*74*1.1 gold

The formula:
RushbuyCost = (RemainingShieldCost / FullShieldCost +1) * XXXRushModifier * RemainingShieldCost

(I tested it with Settlers only)

Edit: In the city where you rushbuy you lose production of that turn. (therefore you may want to switch to 100% Public Works. Unfortunately it means an aditional micromanagement )

Last edited by SlowThinker on 18-08-2005 at 02:03

SlowThinker is offline SlowThinker
King
homeless, Praha, Czech Republic
Jan 2000
time: 06:37
  Old Post 18-08-2005 01:42 Visit SlowThinker's homepage!
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Avatar Enlargement: We've got the solution

the spreadsheet that computes shields from the rushbuy cost

Attachment: shields remaining.xls
This has been downloaded 2 time(s).

child of Thor is offline child of Thor
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time: 05:37
  Old Post 18-08-2005 02:26
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i admire your tenacity. But don't be too surprised if all the equations give the answer 42

Zaphod Beeblebrox is offline Zaphod Beeblebrox
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Aug 1999
time: 05:37
  Old Post 18-08-2005 09:48
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quote:
Originally posted by SlowThinker

I couldn't like a game if I didn't know what happens.



so you must be quite frustrated with real life scnr

and yes, you're right about the rushbuying (though i never calculated it).

so before the time i'm able to produce pw directly via the infrastructure "building" i normally switch between two settings 0% pw and maximum pw setting which doesn't force me to disband units for one turn whilst rushbuying as many things i can (which sometimes is only that single wonder)

 
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