Southern areas. A bit lacking in food compared to some other areas, but still decent cities.
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[SPOILERS] Louis of Aztecs - One of those industrious
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In case you wonder I'm using 20% slider to prevent others to see my full gold potential. At the moment it is over 750 without any wealth builds that is way more than my competiton can get (ignoring Golden age Serdoa here). Corporation will land in 3T.
Here is also shot at my finances. This is mainly to consider how worthwhile State Property would be and if I should invest on getting Communism. Also Inflation starts to be pretty high and this game is gonna last a long time so it will raise very high in this game. Btw. Does anybody know "inflation equation"?
Stealing continues. This time took Drama from Commodore. Spy was lost in the process. Stealing cheap techs is not as cost effective as stealing expensive techs it seems. I also spotted a lone spy build in one of the Commodore's cities. Probably heading to my land to launch counter EP mission or alternatively park on his border city that I've be using for stealing because it is close and has my religion.
I started those needed 7 Theatres also to enable Globe Theatre. Still not sure where I want it. Some fishing village would be good, but GT is pretty expensive and I don't have a whip available to build it faster. I guess I need to build it somewhere where I've also decent production capabilities. JungleFiller might be on option in case it can borrow those Bananas and after Biology it could do decently as a draft camp. (May 29th, 2013, 14:39)plako Wrote: (...) Does anybody know "inflation equation"? There's some good info just around here. Still reading it myself but seems to contain specifics at a glance... http://www.garath.net/Sullla/civ4_epic13_3.html
Thanks teleh. I hope they've adjusted the inflation calculated on later patches. Tried to find info from CFC. Nothing coclusive came out. Might had to check it from the code then.
Couple of details from the ongoing turn. I did steal Theology from Serdoa. Before that also got city visibility. Most of his troops are near Terrapin. He is heavy on Knights. He has very weak navy.
Demographics - Pretty happy about these figures especailly when I'm getting a big boost next turn. Note that Serdoa is still in Golden Age and #1 in GNP and MFG.
Tried to dig in to the inflation. cvplayer has a function CvPlayer::calculateInflationRate that I belive takes care of the calculation. I didn't quite understand exactly all things there. However here is my best guess.
Constants in our game (from xml-files): * InflationPercentGameSpeed 30 * InflationOffsetGameSpeed -90 * InflationPercentHandicap 75 * m_inflationmodifier ?? after looking at the results my guss is that this is 30, but can't be sure At first there is a calculation: iTurns = ((GC.getGameINLINE().getGameTurn() + GC.getGameINLINE().getElapsedGameTurns()) / 2); My guess is that this gives ~current turns i.e. 218. Then iTurns is modified iTurns += GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationOffset(); That would give iTurns = 128 Then new variable is introduced int iInflationPerTurnTimes10000 = GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationPercent(); iInflationPerTurnTimes10000 *= GC.getHandicapInfo(getHandicapType()).getInflationPercent(); iInflationPerTurnTimes10000 /= 100; iInflationPerTurnTimes10000 *= std::max(0, 100 + iModifier); iInflationPerTurnTimes10000 /= 100; This would give with my contants iInflationPerTurnTimes10000 = (((30*75)/100)(100+30))/100 = 29.25 and lastly these int iRatePercent = (iTurns * iInflationPerTurnTimes10000) / 100; iRatePercent += (iTurns * (iTurns - 1) * iInflationPerTurnTimes10000 * iInflationPerTurnTimes10000) / 2000000; would give in my case iRatePercent = ((128 * 29.25) / 100) + ((128* (128-1) * 29.25 * 29.25)/2000000) = 37.44+6.954 = 44.39 The real shown inflation is 45%. Not really sure, if I got this right. Well assuming I did let's calculate inflation 100 turns forward we get iInflationPerTurnTimes10000 is still 29.25 so iRatePercent would be iRatePercent = ((228 * 29.25) / 100) + ((228* (228-1) * 29.25 * 29.25)/2000000) = 66.69+22.14 = 88.83 So it came 44 in 128 turns and then 44 more in 100 turns after that. Feels manageable so I guess they've fixed something in the patches after Sullla's report from way back.
That's awesome plako.
![]() Yeah, CFC didn't have much past 'it's inevitable and increases, build every economic building'. What you've posted looks like the basis for a really useful article.
@ Plako :
iInflationPerTurnTimes10000 is defined as an integer so can't contain decimals (i.e. each calculation will be rounded). Thus the following: The value of iInflationPerTurnTimes10000 after each line of code is executed in red... int iInflationPerTurnTimes10000 = GC.getGameSpeedInfo(GC.getGameINLINE().getGameSpeedType()).getInflationPercent(); 30 iInflationPerTurnTimes10000 *= GC.getHandicapInfo(getHandicapType()).getInflationPercent(); 2250 iInflationPerTurnTimes10000 /= 100; 23 iInflationPerTurnTimes10000 *= std::max(0, 100 + iModifier); 2990 iInflationPerTurnTimes10000 /= 100; 30 Same thing with iRatePercent (results also in red) : int iRatePercent = (iTurns * iInflationPerTurnTimes10000) / 100; 38 iRatePercent += (iTurns * (iTurns - 1) * iInflationPerTurnTimes10000 * iInflationPerTurnTimes10000) / 2000000; 45 100 turns later iRatePercent = 91
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; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17