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tbontob
February 6th, 2003, 01:31 AM
If a player had to research all the technology in a unmodded, non-racial game by himself with no help from anybody (such as trades, tech discoveries, etc.), he would be required to generate the following research points:

32,862,500 in a low cost tech game.
77,000,000 in a medium cost tech game.
121,137,500 in a high cost tech game.

Of course there is a problem. How could a player research anything without at least Applied Research1 which is worth 100,000 if one extrapolates backward from the values given to Research2 and Research3. http://forum.shrapnelgames.com/images/icons/icon7.gif http://forum.shrapnelgames.com/images/icons/icon12.gif http://forum.shrapnelgames.com/images/icons/icon10.gif

In those terms, it's value may approach infinity. http://forum.shrapnelgames.com/images/icons/icon10.gif

However, if anyone knows of a use for these useless stats, I would be interested in hearing what it is. http://forum.shrapnelgames.com/images/icons/icon10.gif

PvK
February 6th, 2003, 02:15 AM
Well, it's sort of useful as a rough mesure of the amount of extra time required by the higher difficulty settings, although most of the cost is probably in the high-level techs.

I don't think you should include the techs that are included even if you set it to Low starting tech, though, since that never happens. It probably makes little difference, though. I think there might be a minimum research generation, though, so in theory if you modded the tech areas file so applied research 1 wasn't given at the start, it would still be eventually possible...

PvK

Fyron
February 6th, 2003, 02:23 AM
There is no minimum research generation. Mod out the research facilitie, and you get 0 research per turn. Look at Puke's Junkyard Mod for an example of this.

PvK
February 6th, 2003, 02:27 AM
Good to know.

tbontob
February 6th, 2003, 02:44 AM
Originally posted by PvK:
Well, it's sort of useful as a rough mesure of the amount of extra time required by the higher difficulty settings, although most of the cost is probably in the high-level techs.

I don't think you should include the techs that are included even if you set it to Low starting tech, though, since that never happens. It probably makes little difference, though. I think there might be a minimum research generation, though, so in theory if you modded the tech areas file so applied research 1 wasn't given at the start, it would still be eventually possible...

PvK<font size="2" face="Verdana, Helvetica, sans-serif">Say no more...(tbontob puts on his thinking cap)

1,167,500 is what the value of the starting tech should be. So just deduct it from the values given above. http://forum.shrapnelgames.com/images/icons/icon7.gif