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Re: Tech Levels in Excell Spreadsheet format...
WhiteHojo - as someone who's maquiladora article got trashed after 200+ hours of working on it (b/c the Mexican Congress modified it in a late session) I understand!!
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Re: Tech Levels in Excell Spreadsheet format...
I have updated WhiteHojo's most excellent spreadsheet, changing the worksheet name and all related hyperlinks as he suggested. I also added three buttons to sort the techs by various criteria.
Security Notice: The sort buttons make use of Excel macros. If you are wary of macros in downloaded files (you probably should be), you can disable macros when loading this file and everything will still work except for the sort buttons. The downloaded Zip file should be exactly 230,801 bytes. The enclosed .XLS file should be exactly 1,159,168 bytes. If either of these have changed, I can no longer vouch for the contents. Paranoia aside, Happy SE4ing! |
Re: Tech Levels in Excell Spreadsheet format...
Someone below mentioned they would like to see the research cost of each tech added to the spreadsheet. This got me to snoopin and I found that, with my present information or lack thereof, I am not able to figure the research cost of any tech above it's initial level 1 cost.
In the TechArea data file, it lists all the techs, the max # of levels and the initial cost of a level. Under the definition of Levle cost the file lists the following: Level Cost: The cost to increase one level in this tech area. The cost increases by the game setup factor as the levels get higher. My question is does anyone know what these cost increase multipliers are? I assume it has some link to the tech level cost option (low, med and high) that can be set in the initial game setup. But w/o knowing the formula that the game uses to increase the cost of each successive level of tech, it will be impossible to compute the research cost for each level of tech in the game. any help would be appreciated. ps - Taterbill - nice work... one question I have is how do I link other columns to each row when using the your sort buttons? I added some info to column D but when the sort buttons are used, the new Column D info did not stay adjacent to its correct unit description. ------------------ Character is best defined as that which you do when you believe nobody is watching. |
Re: Tech Levels in Excell Spreadsheet format...
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Re: Tech Levels in Excell Spreadsheet format...
I do.
I figured this out back in the day. I have it written down, I'll post it on Tuesday. They way I figured it out was this: Start a game by yourself, and just go through the research tree. With each level, it's a modified increase. A modified increase is straight increase X a percent. As you rise in the levels of a research topic, that percent is less and less. Example: Ship Construction level 1 := 10,000 Ship Construction level 2 := 20,000 Ship Construction level 3 := 45,000 Ship Construction level 4 := 80,000 So the third level is 20,000 X 2.25% The fourth level is 45,000 X 1.7777% Formula Current Project total/Previous Total 80,000/45,000 := 1.777777% This is the pattern, so if you want you could just go through the research tree and figure out the percent each level increase. Hope this helps. Hope this helps. |
Re: Tech Levels in Excell Spreadsheet format...
As a followup to SunDevil's post, it is extremely easy to change the output of a Research Lab I up to around a million or so. Last night, I researched all the standard techs plus Organic, Temporal and Religous. Tonite, I'll put them in an Excel spreadsheet, double check them and post them if anyone else is interested in helping calculate the multipliers?
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Re: Tech Levels in Excell Spreadsheet format...
<BLOCKQUOTE><font size="1" face="Verdana, Arial">quote:</font><HR>My question is does anyone know what these cost increase multipliers are? I assume it has some link to the tech level cost option (low, med and high) that can be set in the initial game setup.<HR></BLOCKQUOTE>
For a Low Tech Cost Game: The multiplier is simply tech level. It is linear. For Example, Ship construction Level Cost = 10000 Level 2 cost is 10000 X 2 = 20000 Level 3 cost is 10000 X 3 = 30000 Level 4 cost is 10000 X 4 = 40000 For a Med Tech Game: The multiplier is the result of Tech Level rasied to the power of 2 and then divided by 2. For example, Ship Construction again Level 2 cost is 10000 X 2(2 to the power of 2 is four divided by 2 is 2) = 20000 Level 3 cost is 10000 X 4.5(3 to the power of 2 is 9 divided by 2 is 4.5) = 45000 Level 4 cost is 10000 X 8(4 to the power of 2 is 16 divided by 2 is 8) = 80000 For a High Tech cost game the multiplier is Tech level raised to the power of 2 Ship Construction again Level 2 cost is 10000 X 4(2 to the power of 2 is 4) = 40000 Level 3 cost is 10000 X 9(3 to the power of 2 is 9) = 90000 Level 4 cost is 10000 X 16(4 to the power of 2 is 16) = 160000 Whitehojo, you should be able to plug those into your spreadsheet to automatically calculate the reseaerch cost for a component. The only place the formula breaks down is calculating the level 1 cost for any tech in a medium cost game. Then you get 1 to the power of 2 divided by 2 results in .5 as a multiplier, and clearly that is incorrect. You could get around that by simply putting the level cost as the research cost for any tech level 1 component. [This message has been edited by geoschmo (edited 17 February 2001).] [This message has been edited by geoschmo (edited 17 February 2001).] |
Re: Tech Levels in Excell Spreadsheet format...
Wow! Very impressive.
Great job! [This message has been edited by raynor (edited 17 February 2001).] |
Re: Tech Levels in Excell Spreadsheet format...
ACK! You are correct Raynor. I will fix that now.
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Re: Tech Levels in Excell Spreadsheet format...
I wrote a quick program to read in the techarea.txt file and generate a new file with all the tech levels and their cost using the formula Geoschmo provided. I attached the text file in case anyone is interested.
Edit->The file is just med tech cost. [This message has been edited by raynor (edited 17 February 2001).] |
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