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Shiber
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Haifa, Israel
Jul 2002 time: 07:22
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I am SUCH an idiot. Feudalism costs 1,240 beakers, I got the cost factor for Feudalism all wrong. Here are the new numbers which IMHO prove that the minimum amount of beakers you can produce each turn is 1/40 of the total cost in beakers:
Cost of Feudalism in beakers: 1,240. Beakers are produced by either transforming citizens to scientists (which produce 1 beaker per turn) or directing money to science (1 beaker per turn for every gold coin directed to science).
Amount of money we paid to France: 371g + 10gpt, or assuming that 1gpt = ~16g as a lump sum (a newer figure based on some experiments I've made) we paid 531g. That's ~43% of the total cost of Feudalism.
Amount of turns left to complete Feudalism before we bought it: 13, or 32.5% out of 40 turns.
Since buying a tech costs more money than researching it yourself (when buying a tech you pay extra because you get it now, whereas when you research it yourself you have to wait), it makes perfect sense.
Conclusion: so far, my paradigm stands where all other proposals made so far fail.
Feedback: yes, I'd like some. If you have found a mistake in my calculations or have a better paradigm to suggest, I'd love to hear it!
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vulture
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Leeds, UK
Jun 2001 time: 05:22
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Shiber: I made a quick scenario with the editor to test this. 2 civs, standard size map. I gave Rome (player) the standard starting techs (which include alphabet) and Egypt the same plus writing. I also set it so that I was in contact with Egpyt from the start. I gave Rome lots of gold, and then looked at how the cost of buying writing changed over time. Two runs through - one with Rome producing 1 beaker per turn, the other with 3 beakers per turn. Cost of tech is 128 beakers in this case, so in both runs the research time is 40 turns. Initial cost of buying the tech is 192 gold. Below are three columns of data. First column: no. of turns left to research tech; 2nd column: cost when science produces 1 beaker per turn; 3rd column: cost when science produces 3 beakers per turn.
40 193 193
39 191 189
38 190 184
37 189 179
36 187 174
35 185 170
34 184 166
33 183 161
32 180 157
31 179 151
30 177 147
29 176 143
28 174 138
27 173 134
26 172 128
25 170 124
So after 15 turns of research, researching 1 beaker per turn has lowered the cost by 23 gold, while researching at 3 beakers per turn has lowered the cost by 69 gold. In both cases there are still 25 turns to go. I didn't see much point continuing past this, as the pattern was already pretty obvious.
In the Feudalism case, I guess your beaker production was actually pretty close to 1/40th the cost of the tech per turn (BTW did you factor in the reduction in number of beakers needed due to the fact that the tech is known by other civs - you didn't explicity mention it).
But I stand by my earlier claim: setting to research something in 40 turns won't necessarily lower the cost of buying it appreciably, unless you really are close to genuinely researching it in 40 turns (rather than using 1 scientist and the 40-turn cap).
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vulture
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Leeds, UK
Jun 2001 time: 05:22
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In that test, buying the tech cost 193 gold, while researching took 128 beakers. So researching is more 'efficient' in that sense (though not in others).
But...
I had a look at how the cost varies with no. of civs you have contact with who have that tech. I did a test with 5 other civs, and one with 9 other civs. The details of what is going on are a little obscure, but essentially it works like this:
If no-one has the tech, you have to research the full quota of beakers (192 in the case of writing in my test). If you have contact with all the civs in the game, and they all have the tech, the cost in beakers is half of the full cost. In between it varies linearly. So if there are civs in a game, and you are in contact with M of them that have the tech, the cost in beakers is multiplied by (1-M/(2N)). So with 16 civs in game, 8 of whom you have contact with and who have the tech, then the cost to research it is reduced to 75% of the full cost. This is all for the cost in beakers of doing your own research.
The cost for buying the tech (ignoring slight variations due to the attitude of the civ you are bargaining with) is less, contrary to what I just said at the start of this post, UNLESS only one civ has the tech. Basically, the cost in gold is 3/4 the cost in beakers. But if 1 civ has a monopoly on the tech, the price you have to pay is doubled (1.5 times the cost in beakers).
There seem to be some other factors involved as well, but the above is pretty close. Here are some data for a test with 5 AI civs. First column is no. of civs I have made contact with, second is the cost in beakers to research the tech myself, lastly is the cost in gold to buy the tech of the Persians (who were annoyed with me - the price for polite civs was systematically 2 gold less).
0 192 -
1 175 260
2 155 116
3 136 103
4 117 90
5 96 76
The cost in beakers isn't exact, as it can't be determined precisely when you need 39 turns at 3 beakers per turn - it could be 117-119 with the same result (for example).
Last edited by vulture on 03-09-2002 at 03:29
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Shiber
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Haifa, Israel
Jul 2002 time: 07:22
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Okay, so now we have know that techs can be as expensive as 50% more gold than the price of the tech, as cheap as 50% of the full price of the tech (if you haven't begun to research the tech yet) and that each beaker you've researched saves you 1.5333 gold coins off the price that the AIs charge for a tech (before applying any discounts related to how many civs you have contact with have the tech). We also have a formula for calculating the discount in the tech given the number of civs you have contact with and how many of those civs already has the tech.
We've really made a lot of progress!
I'm off to bed. Tomorrow I'll try to run a mock game and annoy a civ by demanding tributes and another where I'll appease another civ by giving them tributes and then see what kind of effect their attitude has on the price of a tech.
Edit: I forgot to mention that a city with a library saves you 1.3 gold coins for every gold coin you invest in research (+50% to beaker output for the same investment in gold, and same for other science improvements), and cities with universities and research labs save you 2.06666 and 2.83333 gold coins for every gold coin you invest in research in that city.
Last edited by Shiber on 03-09-2002 at 03:57
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