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cbn
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Newfoundland but soon to be Calgary, Canada
Aug 2000 time: 01:44
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It happened again to me that I did not get the tech on the turn I was due. Multiplayer game of SMAX, all patches, playing as the Cult and the F2 screen shows a tech cost of 629 and TECH Accumulated of 646 with 0 turns until the next discovery. The F2 screen shows that I am garnering 65 Labs a turn and this number is accurate when compared to the base by base total I did.
Unlike the last time this happened ,(where I had accumulated exactly the tech cost) there is no rounding issues that could reasonably be causing this . I have researched 17 Labs over the cost and only have 14 bases so even if there were a "rounded up" Lab point from each base in the calculations that should be discounted, i would still have enough points to exceed the tech cost.
Is this a common bug? Some people mentioned that it happens from time to time. I'll admit, in SP, I get lazy and would hardly notice this stuff so it could be a frequent occurence. Should I just chaulk it up as a "bug" and leave it at that? It was particularly painful this time since the tech I am researching is Environmental Economics and the lifting of energy restrictions will be quite a boon.
I do not know if any of this makes a difference but . . . . . I am running 50/50 allocation in Demo/Planned as the Cult. I am Planetary Governor and captured one base (generates 2 Labs) last turn. I also captured 1 base (2 labs) and probed a tech this turn but those actions should be irrelevant since they occurred after the tech should have been provided. There are 2 pacts, 1 treaty and 3 vendettas. I have a grand total of one net node and one research hospital (both in the same base) and their boost to labs appears to me to be correct. There were no drone riots or facilities completed on either of the last two turns.
So just a bug or can anyone come up with an explanation for this one ?
Last edited by cbn on 13-06-2001 at 16:42
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:14
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cbn, you seem to have found a situation which is well beyond explanation by any reasonable degree of rounding/truncating of the intermediate values; seems like we need yet another theory.
I know that the values the F3 screen shows for net econ output are considerably less than what I actually get (in SP at least). I think I have seen posts attributing this to a bug which fails to effect a Transcend "handicap". I realize that this is the opposite of your problem and a different commodity, but there is this link between labs and econ and (just brainstorming) .....
In your previous thread you indicated that you closely watch the labs; have you confirmed that the accounting is accurate at other points (i.e. while you still have multiple turns to go for a breakthru)? If it said you have 45 need 100 and are producing 15 for an expected breakthru in 4 turns on the previous turn, does it say on the current turn that you have 60, need 100 are producing 15 for a breakthru in 3 turns (adjusting for possible changes in your output)?
I ran through 4 or 5 turns of an early game - SMAC MP at Transcend with FM Morgan and sadly, as near (or far) as I can tell (or see), all the numbers were being calculated on a consistent basis and in accordance with the "way things work" as I understand them (it is a $%$^&%, though, to check out the computer's calculations given ongoing development, pop growth, etc., even with only 3 bases). I also noted that I "lost" the excess labs upon completion of the breakthrough.
I do not doubt that you are experiencing this anomaly, I guess whatever triggers it was not in effect for me during that test. I did notice that the F2 screen seems to pick right up on any fiddling that occurs with the output and that the labs due to a new pop unit are accumulated during its opening turn for whatever that's worth.
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:14
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The game calculates tech cost based on your position relative to the number of techs discovered by other players in the game. A couple of times, when this happened to me, I observed that another faction or factions had made breakthroughs at that time, and I assumed that this was the explanation, ie that my tech cost had decreased because my position was poorer, tech-wise, than it had been. So I ended up with more RPs in the bag than were now needed to complete the tech.
Of course, it could be coincidental. I haven't tested it at all. And I'm slightly bemused, in the sense that my tech cost remains the same if I acquire a tech, once I've made my first breakthrough. So I'm not offering it as the solution. But it's a thought?
I haven't seen the phenomenon Tau is describing, but that certainly is something else again. I guess we need Ned and The Team to do a total explanation on how tech cost is calculated, now we understand ecodamage 
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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CBN, Without having conducted an investigation, I would suggest that Misotu is on to the probable answer. After your end-of-turn was over, which is the only time you can receive a new tech, the tech cost was recalcuated to effectively lower the amount you need for a new tech. Thus, where you went into the between-turns with one turn to go to research the tech, you came out with 0.
Now, if Misotu is right about the tech costs being calculated relative to the techs researched by other factions, then you can bet that some other faction researched a tech during the end of turn.
Misotu, do you remember if anyone came up with a tech cost formula?
Just one more thought: I also understand that a change in SE that changes the research rate will affect tech costs rather than the accrual rate, i.e., it changes the size of the box just like a mineral production box or population box. Thus a change from Fundy to Demo should reduce tech costs by 20%. If you were one turn away, a change in SE may suggest that you are now 0 turns away.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Basil, If there are no SE changes, and the cost does not change on the last turn due to someone else researching a tech, then there are two possibilities, one of which seems to have been discounted. The first is a rounding error such that the reported labs and the actual labs are different. The second is that in MP games, tech costs behave like population production boxes: On turn one, the box is filled. On the next turn, population grows by one and any production excesses from the previous turn are lost.
This behaviour is also similar to the way the AI produces SP's. It actually takes them two turns at 0 or 1 turns-to-go to produce an SP. The first turn, the production box is filled (and a warning given). On the next turn, the SP is built.
Ned
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Fitz
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& Anarchist
Mar 2000 time: 21:14
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May I make some observations[/rhetorical]:
It is possible that in MP (and only MP) the other players turns update the tech costs for everyone. I say only in MP, because I believe the MP environment treats everyones terminal like an SP game. It is completely possible that it updates everyones tech costs when a human discovers a tech.
If this is the case, and you are not the first person in a turn, the tech cost could be updated on their turn, and then come back to you.
The only part of this that doesn't fit, is why you don't discover the tech when it passes the cost at the beginning of your MP turn. IF you load the game and then it does your upkeep, it should be passing a techcost breakthrough point during the upkeep. If, on the other hand, the upkeep is performed on the previous players turn when they hit turn complete, then obviously the tech points did not exceed the breakthrough point on their machine, but when you load it up the cost has been exceeded or met (why I don't know). If this is the case, then you have no upkeep to present the tech to you.
Edit: *sigh* You managed to suck me in to the team on this one too Ned 
Last edited by Fitz on 15-06-2001 at 01:55
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Misotu
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Leamington Spa, England
Dec 1999 time: 05:14
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quote: Originally posted by Ned
Misotu, do you remember if anyone came up with a tech cost formula?
Just one more thought: I also understand that a change in SE that changes the research rate will affect tech costs rather than the accrual rate, i.e., it changes the size of the box just like a mineral production box or population box. Thus a change from Fundy to Demo should reduce tech costs by 20%. If you were one turn away, a change in SE may suggest that you are now 0 turns away. |
Ned, sorry for the late reply. There have been threads on tech cost in the past, but I can't remember if they came up with anything definitive.
I should check some MP games and see if my tech cost changes without me making a b/through, and if so what else happened in the turn that might have caused it. I probably have some good candidates for this.
Just one comment though - the size of the tech cost box doesn't vary with changes in SE settings as far as I am aware. The tech cost remains the same in a current game as UoP where I run Dem/FM/Know/Cybernetic and then switch to Dem/FM/Wealth/no setting. As far as I can tell, what happens is that the research output for each base is summed, and then multiplied to produce the labs output figure shown in the F2 screen. For example, as UoP, if I have a single base producing 10 labs, my F2 screen will show 12 labs/turn (+20%). If I then run knowledge, this will increase to 13 labs (+30%). But the cost of the tech remains constant.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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CBN, The CIV thread states that the tech costs are a computed by multiplying an adjusted tech number by an fixed number associated witht the tech number. The adjustment to the tech number is based on where the CIV is vis-a-vis a so-called Key Civ. I don't know what a Key Civ is. However, what I think we are seeing in Multiplayer tech costs is that this value is a multi-faction reference value that is adjusted each time a faction gets a tech. Why? Because when the costs of another faction's tech is calculated, it then updates the number.
So, if another faction has researched a tech and closed the gap with you, the leader, it may reduce the penalty your faction is receiving because your penalty or bonus is calculated relative to this common number. Alternatively, if you pop a pod or cash an artifact, you may have increased this penalty to you. However, you do not see this reflected in the display, which apparently is not updated until you actually receive the new tech.
What I am suggesting is that if your tech costs have increased due to the adjustment in the penalty (or bonus), and the new costs exceeds the accumulated lab points, you do not get your new tech.
Does the above make sense? It is very consistent with Johnd's reporting that he popped a pod and received a tech that way. This could have increase his penalty and prevented him from receiving the tech in the turn he expected.
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