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Topic:   The Cost of Research Explained Format for Better Printing
samson


b.02-15-99
posted April 23, 2001 18:25   Click Here to See the Profile for samsonClick Here to Email samson Visit samson's Homepage!
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Hi all.

The Key Civ discovery allowed me to run some controlled tests on the numbers of beakers
required for researching new technology. I think I understand how the cost is calcuated now.
Some of this stuff is already known, but I will repeat it here just to have
the whole mechanism described in one place.

The cost of researching a new technology (the beaker count) is the product of two factors.
The first is the Tech Number which you are researching. This is the number
of Acquired Techs you have +1. Acquired Techs are all techs you have received
in gameplay from research, huts, trades, gifts, or steals.
It does not include your starting techs.

The second factor is a Base Tech Multiplier to which either a bonus or penalty
can be added. The formula would look like this:

Cost of Research = TechNumber X (Base + Penalty/Bonus)

The Penalty/Bonus is based on how far ahead or behind your research is
compared to your current Key Civ. That relationship is quantified by
comparing your TechNumber to your Key Civ's TechNumber. If you are the same
you receive the Base Tech Multiplier with no Penalty or Bonus.

If you on a lower TechNumber than your Key Civ, then you receive the Bonus.
The Bonus is the same no matter how far behind you are. On a medium map
it is either a -1 or -2 depending on the TechNumber (see chart below).

If your TechNumber is higher than your Key Civ's, you are penalized a +1
to the Base Tech Multiplier for every 3 techs which you are ahead of him.
In other words, if you are even or ahead by one or two, your penalty is 0.
If you are ahead by 3,4, or 5 techs then your penalty is +1.
Thus, the higher the TechNumber which you are researching the farther
ahead it is possible to be. If your Key Civ is stuck in the Bronze Age
while you are researching Space Flight, you will be paying an enormous
penalty in beaker costs.

Here is a chart of TechNumbers, Base Multipliers, and Bonuses for the first 20 techs.

Tech# Base Bonus

01 10 0
02 11 -2
03 11 -1
04 12 -2
05 12 -1
06 12 -1
07 12 0
08 13 -1
09 13 -1
10 14 -2
11 14 -2
12 15 -2
13 15 -2
14 15 -1
15 15 -1
16 16 -1
17 16 -1
18 17 -2
19 17 -2
20 26 -2

All TechNumbers above 20 have a Base of 26 and a Bonus of -2.
The Minimum Beaker Cost for a given TechNumber can be calculated from this chart
and that Minimum can be achieved in gameplay by lowering your TechNumber
relative to your Key Civ through tech-gifting.

One important consequence of the fact that the Penalty/Bonus is based on TechNumber,
rather than total techs, is that Starting Techs are critical in determining how much
you will pay for research in a game. If you have fewer Starting Techs than
your Key Civ, then you can only get the Bonus when that Key Civ actually
is ahead of you in researching. You can never reach the Bonus through tech-gifting alone.

On the other hand, if you have more Starting Techs than your Key Civ,
you can easily get the Bonus without even giving away all of your techs.
Starting Techs are an enormous advantage not just at the start,
but throughout the whole game as they determine your ability to reduce your science cost.

If you start with NO techs, and the other civs all have them, you may be
paying research penalties the entire game, even with aggressive tech-gifting.

samson



[This message has been edited by samson (edited April 23, 2001).]

Marquis de Sodaq


b.02-15-99
posted April 23, 2001 22:33   Click Here to See the Profile for Marquis de SodaqClick Here to Email Marquis de Sodaq Visit Marquis de Sodaq's Homepage!
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Fabulous! Be sure to have Scouse Gits 2 enter a link to your work in the Great Library Index thread. This will be helpful material to have on hand. Keep the lab working on new discoveries...

------------------
"There is no fortress impregnable to an ass laden with gold."
-Philip of Macedon

Mixam


b.02-15-99
posted April 24, 2001 01:37   Click Here to See the Profile for MixamClick Here to Email Mixam Visit Mixam's Homepage!
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Congrats Samson. I guess I don't have to finish my research anymore since you have a working formula along with the way to figure out the key civ. Now I can get back to playing and maybe try my hand at OCC
La Fayette


b.02-15-99
posted April 24, 2001 09:54   Click Here to See the Profile for La FayetteClick Here to Email La Fayette Visit La Fayette's Homepage!
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My lab is closed and I had told myself I wouldn't post here before being back from vacation.
But I feel compelled to say 'WoW'.
Congrats Samson: beakers + choosing the right civ when giving techs; this is perhaps one small step for you, but IMO quite a gift to all players.
Also thank you to you Mixam. I am fairly convinced that what you did and found out was helpful.

------------------
aux bords mystérieux du monde occidental

solo


b.02-15-99
posted April 24, 2001 11:06   Click Here to See the Profile for soloClick Here to Email solo Visit solo's Homepage!
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Mixam

I missed a thanks to you for the work you put into resaerching this.


samson

Can you do all of us a favor and put off meeting Delilah until you have finished making all the remaining important discoveries about the game?

samson


b.02-15-99
posted April 24, 2001 11:14   Click Here to See the Profile for samsonClick Here to Email samson Visit samson's Homepage!
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Thanks, Marquis and La Fayette.
I'm quite happy to give something back after all I've learned here.

Mixam,

There's still some unexplored questions, if you're interested.
Like what happens if you start with less than 7 civs? Does the missing Power rating
always correspond to the absent color? Or will there be deadzones where
you are unable to gift the missing Key Civ?
This could be especially troubling for those who play on a small map when the 7th civ
will sometimes fail to start. In gameplay, Minimum beaker tables are easier to use
than the formula, so I wouldn't throw out your work. By creating a test case,
where the human civ is locked into its own Key Civ position, you can augment
your MIN and MAX data with the NOMINAL beaker cost data.

samson

Blaupanzer


b.02-15-99
posted April 24, 2001 14:01   Click Here to See the Profile for BlaupanzerClick Here to Email Blaupanzer Visit Blaupanzer's Homepage!
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Great and brilliant work!!! Serious patience was unquestionably required to extract 14 vs 15 vs 16 as well as -1 and -2. Programming note: How did the Microprose folks decide 4 @ 12, 2 @ 13, 2 @ 14, 4 @ 15, etc.?

Of course other questions remain. For example, how is the table affected by the choice of a large map or a level other than Deity?

Scouse Gits


b.02-15-99
posted April 27, 2001 17:13   Click Here to See the Profile for Scouse GitsClick Here to Email Scouse Gits Visit Scouse Gits's Homepage!
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Now in GL - thanks samson
_______________
The SGs in red ...
Andu Indorin


b.02-15-99
posted April 28, 2001 17:53   Click Here to See the Profile for Andu IndorinClick Here to Email Andu Indorin Visit Andu Indorin's Homepage!
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Samson: Excellent work by both you and Mr. Firefly.

(Seems unfair that the rotton Mongols can get Future Techs at average cost while my Romans wound up paying the maximum 32,000! And I'm the Greeks my current game)

One clarification on "Power Rankings" versus the "PowerGraph." The Power Rankings that your formula relies upon (i.e., those that may be accessed via F3,send emissary) appear to be recalibrated every other year; the "PowerGraph" represents changes every fourth year, the oedo year. This may explain some inconsistencies in terms of the timing of changes in the amount of research required.

(Since my original experiments were designed to determine what the power graph measures as opposed to what it did not, I was already thinking of the PowerGraph in terms of "snapshots" taken of the game every four years. Your formula, however, required rechecking my assumption; and thus, apparently, Power Rankings are recalibrated every other year, but illustrated on the PowerGraph every fourth year.)

Once again. Congratulations on some great work done.
(I'm post a link on the other forum.)
Once again, very good work!

SlowThinker


b.02-15-99
posted April 30, 2001 19:16   Click Here to See the Profile for SlowThinkerClick Here to Email SlowThinker Visit SlowThinker's Homepage!
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{advances}
{beakers count}
{}{SlowThinker}

------------------------------
This is a post with keywords. See The Great Library: a hierarchical structure" thread.

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