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https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/?id=2533573440
I increase the city threshold to 8, how about totalScience? do I need to set it more to get more penalized? I know AI are affected by it too but right now they're below 8 city.
Wide Culture Penalty haha
What I am trying to emphasize here that the formula is OK, the mod works as intended and the main goal here - to punish inefficiency - is perfectly reached.
We seem to have reached a point were we're in agreement on the math and the raw numbers. I'd even go as far as saying you've just agreed that everything I've said over the past day or so is accurate. Of course it's possible for my statements to both be 100% accurate and true, while only presenting part of the truth. In a sense, I could misrepresent how this mod works, by choosing which facts to present, and which facts to omit. I don't believe I've misrepresented anything, at least not intentionally.
I did focus on how a player gets to keep 100% of the science they earn until they reach the globalAverageScience, on how 100% of the science a player earns from that point on is taken away by the wideSciencePenalty until the player's science output reaches globalAverageScience + wideSciencePenalty, and how the player gets to 100% of the science they earn above the globalAverageScience + wideSciencePenalty threshold.
I believe we currently agree on this.
So what are we arguing about? That's harder to put into words.
I may attempt to answer that when I get back from work.
In other words, the wideSciencePenalty keeps a player Hard Capped at the globalAverageScience, until they 'overcome' or pay off the wideSciencePenalty.
Added example player science numbers, before and after penalty, in previous post bellow to help illustrate this.
Reminder: wideSciencePenalty = globalAverageScience = 100 (in this example).
Here's what the numbers would look like for a player.
First number being what they earned.
Second number in (brackets) is what they end up with, after the wideSciencePenalty.
Senario A (Player Science ≤ 100):
40(40), 60(60), 80(80), 100(100)
Senario B (100 < Player Science ≤ 200):
125(100), 150(100), 175(100), 200(100)
Senario C (Player Science > 200)
220(120), 250(150), 300(200), 400(300)
If you're earning science equal to the globalAverageScience, you'll find yourself staring at the wideSciencePenalty. Any effort to increase your science beyond this point will be fruitless, until you reach globalAverageScience + wideSciencePenalty (or double the globalAverageScience in this example). Once your science output reaches globalAverageScience + wideSciencePenalty, any additional science earned is yours to keep.
Putting your numbers into model shows your calculations are generally correct. At least formally... I still could not agree with you conclusions.
Could you please elaborate a little bit more what exactly do you mean by "overcoming" science penalty? overcoming hard cap?...?
Using the example bellow (previous comment):
A player earning up to 100 science would have no penalty.
A player earning between 100 and 200 science would be Hard Capped at 100 science.
A player earning more then 200 science would simply see whatever science they're earning reduced by 100.
At least that's how I interpret your saying "there is hard Cap for Penalty (scripted, not in the formula) not allowing to reduce player's science more than globalAverageScience".
If on the other hand you mean the wideSciencePenalty will never exceed the globalAverageScience, then a player earning 100 science in this example would see their science drop to ZERO due to the wideSciencePenalty. Using either interpretation, the wideSciencePenalty would be a Hard Cap to overcome.
10 = averageCitiesGlobal
20 = CitiesCountPlayer
10 = surplusCities (CitiesCountPlayer-averageCitiesGlobal)
10 = globalAverageSciencePerCity
100 = globalAverageScience (globalAverageSciencePerCity*averageCitiesGlobal)
wideSciencePenalty = globalAverageSciencePerCity*(1/(averageCitiesGlobal/pCitiesCountPlayer)-1)*surplusCities
wideSciencePenalty = 10*(1/(10/20)-1)*10
wideSciencePenalty = 10*(1/(1/2)-1)*10
wideSciencePenalty = 10*(2-1)*10
wideSciencePenalty = 100
The simplified formula I provided gives the same result:
wideSciencePenalty = globalAverageScience*(surplusCities/averageCitiesGlobal)²
wideSciencePenalty = 100*(10/10)²
wideSciencePenalty = 100
wideSciencePenalty = globalAverageScience = 100
You maybe right. I have not looked at the code. My understanding is based on the description provided on this web page.
When on April 19th, I simplified the formula provided in the description, and gave some examples and interpretations of how this mod works. I was wrong then, as my interpretations were based on incomplete information (the description provided on this webpage). I did not know that the wideSciencePenalty was Hard Capped so as to not reduce a players science bellow globalAverageScience. This information was not, and has yet to be provided in the description.
While I may have misinterpreted how this mod works. I'm fairly confident that my math is right, based on the formula provided in the description. Just trying to make sense of your mod. Is there something I'm missing?
Heading out. Won't be able to respond for hours, maybe a day. Thanks.
According to my calculations there is no way to "overcome" wideSciencePenalty by exceeding globalAverageScience. It makes me wonder how you came to that conclusion? Have you looked at coded formula?
@FearSunn
Your science will remain locked to the globalAverageScience (per Civilization), as long as you exceed the globalAverageScience, while not exceeding it by enough to pay off your wideSciencePenalty.
EXAMPLE: If you have twice as many cities as average:
wideSciencePenalty = globalAverageScience
With 2 exceptions:
1) wideSciencePenalty only kicks in if you have more then 6 cities
2) wideSciencePenalty is Hard Capped (will not bring a player bellow globalAverageScience)
In other words if your number of cities exceeds 6, and is double the average. You will have no Science Penalty so long as your science is bellow average. Once you hit average, your science will effectively be capped, until you double the globalAverageScience (in order to overcome the wideSciencePenalty). After which point, your science will rise normally once again.
Surplus cities have ZERO effect on your science, as long you're not above average.
And surplus cities will never bring you bellow average.
Good to know.
Questions:
Say you have 8 cities, and the average is 10? I'm guessing you won't get a boost, right?
And when other players have penalties, the formula is based on science before penalty?
wideSciencePenalty = globalAverageScience*(surplusCities/averageCitiesGlobal)²
P = Y*X²
P = wideSciencePenalty
Y = globalAverageScience (Global Average Science Per Civilization)
X = surplusCities/averageCitiesGlobal (Proportion Of Cities Above Global Average)
Penalty does not account for 'Player Science Per Turn'. The penalty increases proportionally with 'Global Average Science Per Civilization', increases exponentially with 'Cities Above Average', and decreases exponentially with 'Average Cities Per Civilization'.
If you have average science, but:
100% more cities then average = your science is reduced by 100%
71% more cities then average = your science is reduced by 50%
50% more cities then average = your science is reduced by 25%
32% more cities then average = your science is reduced by 10%
If higher/lower science then average,
then more/fewer cities needed to reach same % of science reduction.