As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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MoO 1 101: "seeding a tech"

Thanks for clearing that up, RefSteel. thumbsup I was not understanding the slowest trickle scenario correctly, with the increasing spending effect as total investment increases over time.
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Thanks for clearing up misapprehensions about the nature of trickle spending. The trickle has become a flood of about 180RP by the final turn of spending on these examples.

(June 17th, 2017, 21:57)RefSteel Wrote: I haven't run the numbers in depth, but believe it or not, I think the difference between rho-21's results and RFS-81's is just an assumption about rounding.

Hah, you're entirely correct. I've duplicated the excel sheet I wrote this in and switched to the other formula... and I get:

PlanTurnsRP spent
Slowest trickle (min spend)301009
Slowest trickle (get bonus)291015
Seed and trickle (min spend)151133
Seed and trickle (get bonus)151135
Constant spending311139
Instant spending13000

min spend = spend floor(max bonus / 2)
get bonus = spend ceil(max bonus / 2)

Note that the constant spending case isn't a multiple of 40 because I decreased spending on the final turn to get the total as close to 3000 as possible (I did this for all of them, for fairness).

(June 17th, 2017, 21:57)RefSteel Wrote: I ... don't remember which assumption is correct though.

Would be interested to know the answer. It's amazing how much difference it makes to the constant spending case. I guess compound interest really is the most powerful force in the universe. smile
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Weird, I just tried the other formula for the maximal bonus, and I do see a small difference in some cases, but not in the constant-spending one. Iiam

I'll try and check at some point which version of the bonus is correct. The version I'm using seemed to be the most natural to me given the description in the strategy guide (yes, I too finally bought one even though it's overpriced). Anyway, if you ever wondered how much you should seed: Here's how much time and rp are required to bring a tech to 10% discovery chance. The seed and cost are given as a percentage of the base cost of the tech. Take those numbers with a grain of salt, since we don't know exactly how the rounding works (hopefully, it won't have as big an impact for larger numbers). And you can't fine-tune spending like that anyway. And finally, if a strategy overshoots the target, it's counted as having a higher cost than a strategy that exactly meets the target; that is why in the table, a bigger seed sometimes leads to a lower cost.

SeedTimeCost
1%2435%
2%2139%
3%1940%
4%1736%
5%1638%
10%1344%
15%1148%
20%947%
25%851%
30%753%
35%762%
40%663%
45%563%
50%570%

As you see, you're getting diminishing returns really fast past 20%, but if you need a certain tech by yesterday, you still might want to go higher. In that case, the lesson is to go a lot higher.
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