December 11th, 2013, 01:25
(This post was last modified: December 11th, 2013, 01:25 by NobleHelium.)
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Yes. I do think I have a good understanding of it, but occasionally a situation comes up that baffles me. PBEM 52 for instance.
December 11th, 2013, 01:29
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December 11th, 2013, 01:32
(This post was last modified: December 11th, 2013, 01:32 by NobleHelium.)
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December 11th, 2013, 01:39
(This post was last modified: December 11th, 2013, 01:40 by NobleHelium.)
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SPOILER FOR ALL PBEM 52 PLAYERS
December 11th, 2013, 01:40
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Ah. Well it's clear now, right? The cities need to be connected.
December 12th, 2013, 14:26
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I can't find how cost of passive spy missions is determined, can someone explain please?
December 12th, 2013, 14:32
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(December 12th, 2013, 14:26)zanth Wrote: I can't find how cost of passive spy missions is determined, can someone explain please?
Sullla Wrote:Passive Espionage
We'll tackle this first. Espionage points grant passive benefits against enemy teams as they accumulate over time as follows:
Quote:Passive Missions
Base Factor * (100+How much they have against you)
Demographics=0.3
City Visibility=1.2
Investigate=2
See Research=0.75
Note that this is where the famous "43/43" espionage point spending agreements come from; your 43 EP divided by their (43 + 100) EP becomes 43 / 143 = 0.301 and enough for both teams to see one another's Demographics.
Also note that City Visibility is not constant though: it depends on a bunch of mysterious multipliers on a per-city basis. E.g. whether it has your religion, how far it is. If the exact formula to determine if you have vision on a specific city is out there, I've never seen it.
December 14th, 2013, 07:49
(This post was last modified: December 14th, 2013, 08:21 by Catwalk.)
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I'm all confused about tech cost. Assuming that this thread is correct, this is the formula:
Technology Cost = FLOOR (FLOOR (FLOOR (Base Cost * (Difficulty Modifier + 0.5 * # of teammates)) * Map Modifier) * Speed Modifier)
The difficulty modifier can be found here. Now, what puzzles me is that the difficulty modifier goes down when levels go up. Moreover, it seems to have miniscule impact because of the large modifier from player count. Are both of these conclusions correct, or am I just misreading it badly?
EDIT: Crap, realized my mistake already. Somehow I took "team mates" to mean "players in game"... Still, does tech cost actually go down on higher levels? That doesn't seem right, and I can't figure out where I'm misreading that.
December 14th, 2013, 08:21
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The difficulty modifier is iResearchPercent, which increases as difficulty level increases. The number of teammates is not the same as the number of players, but refers to team games, where players are permanently allied for the whole game. In a normal game, it will be zero.
December 14th, 2013, 08:24
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Hmm, I read somewhere that I should be looking at iNoTechTradeModifier. Do you know what that one does? And thanks!
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