 |
|  |
 |
|
Nor Me
|
|
By this I mean the minimum price in gold the AI will take for a resource or the maximum gold it will give for one.
Most of this has probably been guesses already but there were just some anomalies that really annoyed me and I just had to find out why. I haven't seen them posted anywhere.
Anyway:
Price of a strategic resource=xt(y+z*up((n+1)/4))
Sometimes:
Price of a luxury=xt(y+up(hf/2))
except when it isn't (and I don't know how either.)
Weren't they obvious?
I suppose you'll want the terms:
EDIT:
x:
Is 20 gold except at least once.
In a retroactive reply to DaveMcW, that's not exactly 1gpt.
t:
This is theNiceOne factor. It is civ dependent and is mostly affected by aggression and difficulty level. It always acts aginst the player so divide by his values when you are selling.
see:AI - human trade revisited
/EDIT
y:
Now this has always been an integer and never negative. I think its 0 when the resource is in abundance. I've seen 1 and 3.
up():
rounds up to the next integer. The only standard way of writing this I've seen is maths not programming so has silly symbols.
n:
Number of connected cities.
Those were obviously not important. The strategically important variables (as far as I can see) are hf and z.
hf:
Total number of happy faces you would get by importing this luxury. Obviously if you have no marketplaces, this is n.
z:
This is a sum of values for each unit,improvement,wonder or worker job the resource allows. Each of these so far is in the range 1-5. Everything from a previous era has a value of 1.
The analysis of whether you can actually build something is somewhat variable. But techs and things like apollo/manhattan are certainly whatever but other resources and weird requirements like coastal cities are not.
For example, for iron in the ancient age z=3, 1 from the Iron Works and 2 from swordsmen.
When you are in the medieval age before feudalism z drops to 2.
Right thats the formula. Now for some irrelevant comments:
1&2: I meant to make these seperate comments but accidently included them above.
3&4: I'll post these later.
Clarity, examples:who cares?
Strategic implications: mostly obvious.
Last edited by Nor Me on 28-01-2003 at 20:06
|
|
|  |
 |
|
yxhuvud
|
|
how does it value citizens (sp?) going from unhappy -> content?
|
|
|  |
 |
|
Nor Me
|
|
quote: Originally posted by yxhuvud
how does it value citizens (sp?) going from unhappy -> content? |
I suppose happy faces is a technical term. They're those things you see next to the luxuries in the city screen. They either make content citizens happy or unhappy citizens content.
If you meant to ask how valuable that is, thats a different question.
|
|
|  |
 |
|
Nor Me
|
|
quote: Originally posted by Mazarin
great post, Nor Me! I've often had the impression that the attitude of the civ I'm trading with also influences the price -not much, but remarkably. |
Neither giving gifts nor demanding tribute alters the price so I doubt it. I think that some of the things that influence attitude influence the price.
|
|
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
top of page
|
| archivepost |
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|