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  #1  
Old February 16th, 2001, 11:22 PM

WhiteHojo WhiteHojo is offline
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Default 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.

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Old February 16th, 2001, 11:40 PM

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Default Re: Tech Levels in Excell Spreadsheet format...


Nice work guys

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Old February 16th, 2001, 11:45 PM

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Default 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.
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Old February 17th, 2001, 12:45 AM
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Default 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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Old February 17th, 2001, 02:01 AM
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Default Re: Tech Levels in Excell Spreadsheet format...

quote:
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.


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).]
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Old February 17th, 2001, 02:22 AM
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Default Re: Tech Levels in Excell Spreadsheet format...

Wow! Very impressive.

Great job!

[This message has been edited by raynor (edited 17 February 2001).]
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Old February 17th, 2001, 02:36 AM
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Default Re: Tech Levels in Excell Spreadsheet format...

ACK! You are correct Raynor. I will fix that now.
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