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dinoarms
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ontario
Jun 2001 time: 00:14
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I've searched this forum as well as the games online help and have not been able to find what I am looking for.
What is the formula for determing the cost to subvert a base?
If no one can give me that then an estimate of subverting a Hive base pop. 1 with one 1-2-1 garrison (green) and no facilities running demo/planned?
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Blarney
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Dinoarms, what ARE you planning? Anyways, your SECRET is safe with me, at least as safe as it is on the BBS. Not sure whether Gusto looks at this forum or not -- of course, I'm simply making an assumption.
One thing though, is that I recently mind controlled a Spartan base (Gusto's btw in another game), size 3 with a 1-3-1, 1-1-1, and 4-1-2 in it and a former within its radius, and also included a Permiter Defense. It cost me just over 300. Then next turn when I went after a size 2 base with only 2 units and no facilities it cost over 500, and he didn't even change his settings. It makes me think that the 1st one is always cheapest, and then the game thinks that the faction is more prepared for another probe action so it costs more. Don't know if that is true, just made me think it.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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KrazyHorse, Thanks for the link. I read the CIV notes on costs both for subversion and for tech. I believe that SMACx has the same basic elements as set forth there. However, SMACX has additional features which are not found in CIV which clearly have an influence on cost. These are in the case of subversion: relative probe ratings, and, in the case of tech costs, research rating. In addition, it appears that the "probe" rating of a base previous probed for at least a tech steal increases dramatically.
We have also noticed, as suggested by Blarney, that probe costs increase dramatically on trying to subvert a second base from the same AI faction on successive turns.
On the issue of tech cost, the Great Library discussion was good on how tech costs are calcuated. However, there was no discussion on how this is done during "end of turn." For example, assume you the faction to go first in the end-of-turn sequence with others following. Is the cost for the next tech calculated after your turn is completed, or after all the other faction's turns are completed. You can see why I ask, because the cost calculations will be different depending on order due to the fact that cost includes the position of a faction relative to other factions in the tech tree.
Guys in the Tech Cost thread, I think this last paragraph may contain the beginnings of an explanation for what you are seeing. You did not get the tech when it was your turn in the end of turn updates because you were just short of the required tech cost. However, at the end of everyone's else's turn, costs may have been recalculated for all due the updated tech tree order. This recalculation may then have reduced your tech costs, sending you over the cost limit, while simultaneously not giving you the tech.
Make sense?
Ned
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johndmuller
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Capitol Hill, Colony of DC
Feb 2001 time: 00:14
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quote: Originally posted by cbn
....Ever since I had the instance of of not getting a tech that when I had more Labs than the tech cost, I have been tracking the Tech cost more carefully....and have NEVER seen the F2 required tecg cost change except to START a new tech. This included instances where I traded for 3 techs, built SPs or even traded for the one I was researching. No change in the F2 value EVER except upon COMMENCING research when the tech cost is first set.... | cbn, I too have been closely watching the tech costs since you started that other thread, but I have seen the tech cost go up, much to my chagrin, which I attributed to pod popping a tech (pod popping wasn't one of the elements of your test, although it would be strange if that were treated differently). Adding insult to injury, it happened on the turn following the turn I had been originally scheduled to have received the tech, thus combining both of those bummers. The only other factor that I can think of which may be relevant is that I had yet to research my first tech, a factor which I think I saw mentioned in a related context.
Ned, can I infer that you believe the tech cost are calculated at the end of the entire turn as opposed to the beginning (or end) of one'e individual turn? A lot of the tech stuff is done on the fly, especially the awarding of techs which OTOH could suggest that the calculations were being done then as well - we seem to be convinced that the costs are at least evaluated when you start a new tech. However, if the recalculation is done at the end/beginning of the entire turn, I think it would be reasonably unbiased compared to recalculating at the beginning/end of the individual turn which would favor the later moving players.
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Ned
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of Aptos, CA
Oct 1999 time: 21:14
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Ishkandar, Over in the Civ forum, they discuss reducing tech costs by strategic giving of tech to so-called key civs. Apparently, for every three techs you are ahead of the key civ, you get a one tech penalty. So if you give the key civ just the right number of techs just before you research one, apparently your tech costs are lowered (e.g., the penalty is reduced.)
We just do not know what a key civ is - is this the last place civ?
But the other reason is the multiplayer problem. What is causing it? Once we find out, we can, theorectically, avoid it.
Johnd, It is quite clear that the end of turn is divided in several unique phases. In one of the phases, each faction updates, base by base, unit builds, labs, energy, riots etc. During this phase, if the labs accumulated exceed a predermined number, a faction gets a new tech. At this point, its own tech costs are recalculated, as well as, it appears, the penalties and bonuses that are used for other factions. The proceeds, faction-by-faction, until all factions are heard from.
Then, at the end of all this, the control is returned to the player and the faction-wide display updated with current information. It is at this point the where I believe the reported costs can be less than the actual costs that were present when your faction's calculation were made due to a change in the penalties or bunuses caused by research breakthroughs of other factions.
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Deimos
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of Mars, Son of Ares
Sep 2000 time: 00:14
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As far as the not getting the tech goes, has anyone noticed if the rp's generated by the LAST base evaluated in the upkeep phase of the turn is the one generating the rp's that would give you the tech?
I know that this would be a hard one to simulate, but perhaps there's a bug that if your last base would put you at the limit, not over it, but just at the required rp's for that tech, that it doesn't give it to you?
There is some evidence for this: if the upkeep phase looks for rp totals = required amount before adding in the "next base's rp's" at the first part of the upkeep phase, then this would explain cbn's "missing" 17 rp's showing up the next turn, along with the "missing" tech.
Then again, I could just be twisiting in the wind
I'll see if I can reproduce this, but don't hold your breath 
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KrazyHorse
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Macedonia
May 2001 time: 00:14
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quote: Originally posted by Ned
Krazy Horse, The Great Library post also referenced a Key Civ. The tech cost change depending on the relative number of tech as compared to this Key Civ.
What is a Key Civ? |
If you remember Civ2, you'll remember your foreign advisor telling you things like how your power was, say, "Inadequate". There were seven ratings, from Supreme to Pathetic, IIRC. Your key civ is determined in the following way: You are told you have a power of "x" where x runs from 1 (supreme) to 7 (pathetic). If you are given a 7, then your key civ is the white civ. If you're given a 6, then your key civ is the green civ, 5 = Dark Blue, 4 = Yellow, 3 = Light Blue, 2 = Orange, 1 = Indians. Note that as your power increases, your key civ changes to a civ which gets its moves later; the white civ moves first, the purple civ moves last. The bonus or penalty you get for being behind/ahead in the tech race is determined solely by a comparison between your key civ's tech level and your own. Everyone out there note: I didn't come up with this stuff myself; I am merely distributing information arrived at by other (more dedicated) players. I hate to see good research go to waste, so I'm providing this information in the conviction that there are numerous parallels between the Civ2 game engine and the SMAC game engine. Also; I just thought up something; in SMAC, was there some sort of penalty to switching your SE settings other than just the one-time cost (such a radical change will blah blah...)?
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