That looks nice and complicated
Have you done hammers in the box for visible cities?
Have you done hammers in the box for visible cities?
As a French person I feel like it's my duty to explain strikes to you. - AdrienIer |
Pirates counting things other than Treasure?!? - C&D Thread
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not at all - asked recently how this was done, but got no response from my lurkers.
I assume it has something to do with an espionage mission - sabotage production? you can look at the cost of it and determine how many hammers are in the box?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
(Sabotage Production * (Their EP + 100)) / (Investigate City * 3) = hammers in build queue.
(Stolen from Spulla's PB2 C&D spreadsheet, which I've uploaded below as it has some other good stuff to utilize potentially)
Looked through your PB8 thread and !!!!!!! seems like you were directed astray the same way I was at first. The multiplier is additive - not multiplicative. So that should be a simple fix to my formula.
Also - interesting to note - the method I was using uses current GNP - so we can investigate any of the technologies we can research. You were using the beakers gained each turn after the fact, which limits your investigation to the current tech only. T-hawk Wrote:I stand corrected. Should have gone code diving rather than repeating half-remembered half-truths from CFC. I see now that it's all there in CvPlayer.cpp::calculateResearchModifier(). Your own civ is indeed included for figuring the percentage of teams that know a tech, and that modifier is indeed just added with the modifier from prerequisites. How does one get the source code for civ4?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
checked the additive formula and then all the things work out fine.
In a 5-player game, when I assumed that the known civ multiplier was applied by its own(first), we'd need to be making 18 base-beakers to see any impact on GNP. With the additive property, we could see a difference much sooner depending on whether we hit an integer or not. We will get a flat 0.06 bonus per civ - up to a maximum of 0.24. For example, we'd be able to tell if a civ knew a tech with as little as 4 beakers into a tech with a mandatory prereq bonus. i.e. 4.00 x (1+0.2+0.06) = 5.04 - we get 5 beakers if someone knows it! 4 beakers if no civs know it (4 x (1+0.2) = 4.8 rounded down to 4).
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
Shoot, does that include hammers for a unit that is in queue for production? i.e. if i have 8/33 hammers into a barracks that is behind in the queue to my current 19/40 worker, will the result show 27? or just 19?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla waterbat Wrote:Shoot, does that include hammers for a unit that is in queue for production? i.e. if i have 8/33 hammers into a barracks that is behind in the queue to my current 19/40 worker, will the result show 27? or just 19? Just 19 is my understanding.
Nice spreadsheet. I have a C&D sheet of my own, but it's much better for calculating current values then recording values. Since everyone has access to your spreadsheet that's probably a better one to use overall.
I've edited the second post with most of the C&D knowledge I know. If anyone can add a short description of any techniques that can be added let me know. WarriorKnight Wrote:[SIZE="3"]Pop:[/SIZE]The value of a single pop point is derived from maximum population number the map can support when fully improved ( pastured / farmed / netted / irrigated ). IIRC this ignores impact of Sid Sushi. Due to nature of map scripts and rounding this does indeed oscillate in the range you provided. Land depends on map size and land/water ratio, again, most of the nuance is lost to rounding. Land points for a tile get awarded 20 tiles after it comes under your control. Check T-Hawk's game reports for his attempt at High Score, he provides all the exact formula there. Edit : Article link here : http://www.dos486.com/civ4/index/score.shtml
very cool WK - i will review all there. I have just started, so i only have a drop of this knowledge.
My sheet is also really only good for current values. Yes, all demos are tracked, but assigning them to different teams is not. I think one that breaks down the score components might be useful... not sure. Might be easier to see when land points are due - because they will screw us up. So I pilfered the PB2 population style sheet - I really like that. Currently i was using the score tab to run though. Each time someone grew, i'd have to scrape back through it and determine what happened. Now with the PB2 style sheet, POPulation is easy. Im working on converting the "hammers in the box" algorithm to google docs. Also - guys - if you want to look at my PBEM37 thread - please do so - I do not think anyone on this thread is ded-lurking. If you are, please stay out. Also - catwalk had an interesting conversation with me yesterday about working together on learning C&D - but as I am competing with him in PBEM37 and here in RBDEMO1, it didnt sit well with me. I did admit i was just looking at new sheets, but then told him i wasnt part of the pirate C&D team, so I didnt know what you guys were doing anyway - i'm bored today - can you tell?
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla |