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Nakin Tames
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Westminster, Ca.
Jan 1970 time: 05:12
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CTG,
WOW great. Thanks for all the work.
It is interesting. That's a lot of beakers.
Nakin
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Sten Sture
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SF, CA don't call it frisco... Striker!!
Mar 1999 time: 21:12
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CtG - did you start with any techs? I have some back of the envelope numbers that look substantially different from your results:
10, 18, 24, 36, 48, 56, 72, 80, 99, 120, 144... HELP. Can you check some old saved games to verify those, I'll do the same. Does anyone else have any numbers to share?
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Flavor Dave
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CTG--I appreciate the work, but I wonder if it's correct. The increase in the number of beakers is so erratic!! For example, from tech 2 to 3, it goes up 19, while from 3 to 4, it goes up 15--in percentage terms, there is a drastically lower increase for tech 4. From tech 71 to 72, it goes up a whopping 142 beakers--but from 72 to 73, it only goes up 71 beakers, half as much. You can find similar anomolies all over the chart. This doesn't make sense.
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Sieve Too
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New Hampshire, USA
Jan 1970 time: 05:12
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Hmm. What happened between techs 19 and 20? To get tech 19, you only needed 49 more than than tech 18. To get tech 20, you need 231 more than 19. Strange.
At one time, I heard a tale that after A.D. 0, it started taking significantly longer to get techs than before A.D 0. Anyone remember this?
Since the numbers don't agree, I wouldn't be surprised if there was some random factor thrown in somewhere. After all, we've already seen this in combat where 0 def Diplomats somehow defeat their attackers.
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My Wife Hates CIV
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Michigan
Jan 1970 time: 05:12
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Is it just me? Everytime I set my science to 0 it seems the AI slows down just as much.
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geofelt
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Neptune Beach,Florida,USA
Jan 1970 time: 00:12
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I think the ai is programmed to try to match your science rate. If I am in fundamentalism, the rivals don't seem to discover too quickly. Also, if you get too good, they won't trade with you.
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Thanks Sten. I remember that the thread is started by Caesar yet I cannot find the thread using the search function in this forum.
I found that my figure (large world, diety level) is not exactly the same as Caesar's one. The differences are
33: 1650 instead of 1680
35: 1750 instead of 1760
37: 1924 instead of 1942
I am not as patient as Caesar. As a cheater, I enable cheat mode, then Edit King, Set Research Progress.
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Xin Yu
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Emeryville, CA, USA
Jan 1970 time: 21:12
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I think I got the answer.
a) beginning techs have no effect on number of beakers needed for each additional tech, they are pure gifts.
b) map size matters.
c) generally, the beakers needed for a tech=A*B, where A is 1 for the first tech, 2 for the second, and increases by 1 for each additional tech (as mentioned before, beginning techs do not count), B is 10 for the first tech, 11 for the second, .... However, B will be justified according to your position in the tech race. If you are far behind another civ, then B will cease to increase; on the other hand, if you are far ahead, B will jump.
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catullus
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Norway
Jan 1970 time: 06:12
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Nice observation, Xin.
Cost of tech #A (after initial advances are subtracted) is always an integer value B times A.
We know that map size and level counts. We also know that the science leader(s) get(s) a handicap.
Your suggestion says B=A+10+modifications. I ran some regression analysis, and it looked more like we have something like
B=INT(r*A + C + M),
where r is a real value less than 1 (dependent on map/level), C is the constant for map/level, and M is a modifier for tech lead (and other).
But it's not that simple, either. From advance #21, we have a series like this for beakers needed for next advance:
N=(x*A,x*A,x*A,y*A,y*A,y*A,z*A,...), where x<=y<=z. So for every third advance the number B (x,y and z above) is recalculated. B_new is never more than B_old+3, most often B_old+1, sometimes equal B_old (series of numbers added to B every three turns:221222031221221131131203). Unless the AIs were given free advances too, (better check that) I see no reason for these fluctuations.
And what happened at advance #19 to 20, where B jumps from 31 to 41? Just a way to ensure that early advances come more quickly? And why is B recalculated every turn before that?
Oh, well
C.
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I´ve just found out that beakers can be wasted. Actually I play some experiment games. If I get some new results I will post them here.
I am playing a one city game. It´s 2400BC. I am detecting science #4(law code) and I have collected 47 beakers. The city produces 5 beakers. The following turn I detected law code. There were no further beakers added to science #5, so it seems that 52 beakers were demanded to get the science.
Reload to 2400BC. I put down the science barometer that way the city produces only 1 beaker. Surprising result: I got the science as well.
What happened to the 4 beakers? If the ´detecting´ city produces more beakers than needed to finish a science, all additional beakers of this city will get lost. All beakers that are produced by cities, which are checked up after detecting (but in the same turn), will be added to the following science.
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SlowThinker
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homeless, Praha, Czech Republic
Jan 2000 time: 06:12
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{advances}
{beakers count}
{}{SlowThinker}{end1}
------------------------------
This is a post with keywords. See The Great Library: a hierarchical structure" thread.
This thread has got to the top of the forum because of this post. It may be a very old thread.
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