It's not like the beakers generated at breakeven don't count. So the city costs 8gpt.
What's the per-city maintenance costs in our larger cities? Are we close to hitting the cap there? The cap is 6gpt or 7gpt I think, depending on difficulty setting.
(May 29th, 2013, 04:22)novice Wrote: It's not like the beakers generated at breakeven don't count. So the city costs 8gpt.
What's the per-city maintenance costs in our larger cities? Are we close to hitting the cap there? The cap is 6gpt or 7gpt I think, depending on difficulty setting.
What's the maintenance cost in Winter Wasteland?
Here's the city list, as of the start of T146:
And here's a breakdown of the cost of selected cities, as of when Winter Wasteland had been settled (ie later T146):
City
Size
Distance maint.
# of cities maint.
Total maint.
Adventure One
14
0
6
6
Mansa's Muse
11
3.88
5.4
9.28
Horse Feathers
14
2.72
6
8.72
Forbidden Fruit
9
5.52
5
10.52
Eastern Dealers
10
9.54
5.4
14.94
The Covenant
7
7.25
4.6
11.85
Let It Snow
3
4.31
3.8
8.11
Winter Wasteland
1
5.52
3.6
9.12
Now I need to get off to CFC and find out the equations for generating the maintenance costs. But we definitely will need a courthouse in Eastern Dealers, though I think it can wait until after the market.
Furthermore, I consider that forum views should be fluid in width
Didn't Ellimist already post the formula in here? I'm on my phone, but is otherwise find it for you.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
"Close" is exactly when new cities are most expensive, when the new city sneakily adds ~0.5 maintenance times 20 existing cities. It's only beyond "close" that the cost curve finally flattens out.
Is the limit 6 on this map and difficulty? Do Adventure One and Horse Feathers show exactly 6.00 for numcities maintenance?
(May 29th, 2013, 15:24)T-hawk Wrote: "Close" is exactly when new cities are most expensive, when the new city sneakily adds ~0.5 maintenance times 20 existing cities. It's only beyond "close" that the cost curve finally flattens out.
Is the limit 6 on this map and difficulty? Do Adventure One and Horse Feathers show exactly 6.00 for numcities maintenance?
Exactly 6.00 yes. I tried to dive into the SDK for a bit earlier today, but gave up.
Furthermore, I consider that forum views should be fluid in width
(May 29th, 2013, 15:24)T-hawk Wrote: "Close" is exactly when new cities are most expensive, when the new city sneakily adds ~0.5 maintenance times 20 existing cities. It's only beyond "close" that the cost curve finally flattens out.
That's correct. So time to put on our running shoes and sprint past that peak. If our war with the Germans goes well we'll pass the limit I imagine. I think the important thing is to keep an eye on this number, and either halt expansion or expand rapidly past the painful region.
We can see what our current average #cities maintenance cost is by checking F2 and dividing by our number of cities. It looks like the cap of 6gpt is currently reached at size 13, so if all our cities had been size 13 we would already be past the peak.
Quote:Number of Cities Maintenance
Here is a simplified formula (ignoring rounding and leaving out CityRank caclulations). 'N' is the number of cities you control:
{from CvCity.cpp L4,940}
CityMaint = N * (Pop + 17)/18 * WorldSize_m * Handicap_m + (1 for some cities, depending on cityrank)
The full formula is (again apply the following multiplicative factors from left to right and round down after each multiplication: WorldSize_m, Handicap_m, Building_m):
CityRank is 0 for the captial, 1 for the next closest city, and so forth (more precisely CityRank goes by distance first, game turn founded second, and unique city ID third.) '%' is the modulo operation, i.e. 11 % 3 = 2. Intuitively cities with higher city rank get the +1. Because of the modulo though it ends up being more of a fudge factor. ]
Here's a google document I created to project # of cities maintenance. Worldsize and handicap were set based on a different game, but we can change those depending on the settings for this one. I've made it so that anyone with the link can edit.