December 2nd, 2011, 19:00
(This post was last modified: December 3rd, 2011, 16:30 by pindicator.)
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Turn 85
Anarchy in the streets.
I revolted to Human Resources -- I mean Hereditary Rules -- and Organized Religion. Costs me 4gpt, and we plan on making that up in spreading shrine gold soon enough.
Sian lost another city to Gaspadore, but his power hasn't dipped. Either the big battle was this turn (I forgot to check graphs after ending my turn, dangit) or he's still consolidating his forces. I hope he sticks around, we dont' want Gaspadore to do too well with this war.
And while I was checking GNP to scry for any technology increases I accidentally left a technology selected when I ended turn. So all my overflow went into Machinery instead of Code of Laws, like I want it to. I think that's going to cost me a turn on getting CoL, but thankfully I had cut Monarchy pretty close to even so it wasn't too many beakers.
Suffer Game Sicko
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December 3rd, 2011, 16:37
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Saw the post by Sian in the organization thread about his RNG luck. That sucks, and I know I've been there on SP games where I just want to rage-quit because of a bad string of things. Hopefully he can get some RNG luck and turn things around.
No wonder he's trying to start up another PBEM.
Suffer Game Sicko
Dodo Tier Player
December 4th, 2011, 20:05
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Turn 86
Once again order has been restored throughout the land. Looks like I could have pressed the gas down a little more on the tech rate and gotten Code of Laws at the end of last turn but as it is I'll have it in 2.
Funny thing with the slider - if I have the slider on 0%, 10%, 20%, 30%, or 50% then I get 212 beaker/gold. At 40%, 60%, and higher it's 211 beaker/gold. So we set the slider to 50%. Next turn we'll crank it to 11 and finish the tech.
I hooked up Spices this turn, and with HR also coming online this means none of my cities are unhappy - even the ones that have no garrison. Next turn the ivory camp will finish and we'll road the winery that was planted down, so we'll have two more sources hooked up. The capital's happy cap will be somewhere north of 12, I believe.
I'm building a few barracks in anticipation of berserkers. Gotta lay the groundwork. I'm also working on a few missionaries. And when I ended turn, I got a little reward:
It's really the little things that can make your day.
Suffer Game Sicko
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December 4th, 2011, 22:25
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pindicator Wrote:Funny thing with the slider - if I have the slider on 0%, 10%, 20%, 30%, or 50% then I get 212 beaker/gold. At 40%, 60%, and higher it's 211 beaker/gold.
I think you have gone off the deep end.
December 5th, 2011, 03:55
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T-hawk Wrote:I think you have gone off the deep end. 
I know! It makes ZERO sense, or does it? But here it is:
I'm sure there's a mathematical reason, but i don't know if that's within my capabilities.
Suffer Game Sicko
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December 5th, 2011, 04:25
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If you're using governors sometimes they switcch tiles when you adjust the slider. Could that be happening? If not I guess its a strafe situation of having a tiny not more gold multiplies than beaker multipliers and specialist commerce such that abmnormal percents trigger the breakpoints?
December 5th, 2011, 10:23
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Oh, sure, it's possible for roundoff loss to occur in the middle of the slider or even at discontiguous points rather than at either end. I just meant pindicator went off the deep end for caring about 1 unit out of 212, and furthermore going through each slider possibility to document it.
Simple example to prove it's possible, consider a city with 5 commerce, one 3-beaker scientist, and equal multipliers with a market and library.
0% science: 6.25 gold, 3.75 beakers, 9 total
20% science: 5.00 gold, 5.00 beakers, 10 total
50% science: 3.125 gold, 6.875 beakers, 9 total
100% science: 0 gold, 10.00 beakers, 10 total
December 5th, 2011, 12:05
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No, no governor. FDR adheres to a strong central government in this game.
T-hawk Wrote:Oh, sure, it's possible for roundoff loss to occur in the middle of the slider or even at discontiguous points rather than at either end. I just meant pindicator went off the deep end for caring about 1 unit out of 212, and furthermore going through each slider possibility to document it. 
I love sticking with a theme!
Quote:Simple example to prove it's possible, consider a city with 5 commerce, one 3-beaker scientist, and equal multipliers with a market and library.
0% science: 6.25 gold, 3.75 beakers, 9 total
20% science: 5.00 gold, 5.00 beakers, 10 total
50% science: 3.125 gold, 6.875 beakers, 9 total
100% science: 0 gold, 10.00 beakers, 10 total
I think that part of it that baffles me is that there is no variance until 50%, and then it's 50, 30, 10, & 0 that have the extra integer. It'd have to be an overlay of rounding patterns, like what you have above, coming together to get that to happen.
Suffer Game Sicko
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December 5th, 2011, 19:57
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7 of your gold is not from your slider (your shrine I assume), so that isn't part of the rounding calculations. Most likely there are some governor changes somewhere though.
December 5th, 2011, 20:28
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NobleHelium Wrote:7 of your gold is not from your slider (your shrine I assume), so that isn't part of the rounding calculations.
If there's a noninteger multiplier, it matters for the rounding.
7 shrine gold + 25% from a market = 8.75 gold truncated to 8
7 shrine gold + 1 gold from commerce + 25% from a market = 10.00 gold
The 1 gold from commerce "fixed" the roundoff loss incurred by the shrine gold.
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