[Freeciv-Dev] Re: CMA computation
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On Tue, Feb 19, 2002 at 09:30:01AM +0100, Christian Knoke wrote:
> I'm trying to look into these clever computations
> the CMA does.
>
> In the following example I tried to find a balance
> between science and shields:
>
> City of Portland, size 6, The Republic, science 80%, tax 20%
>
> A. CMA setting: Surplus Factor Output Product
> food: 0 1 12 12
> shield: 0 8 3 24
> trade: -20 1 8 8
> gold: -20 1 1 1
> luxury: -20 1 0 0
> science: -20 25 16 400
> ---
> 445
> with this worker setting (F/S/T):
>
> 3/1/2, 2/1/2, 4/1/2, 3/0/2, 3 scientists
>
>
> B. CMA setting: Surplus Factor Output Product
> food: 0 1 13 13
> shield: 0 25 3 75
> trade: -20 1 18 18
> gold: -20 1 3 3
> luxury: -20 1 0 0
> science: -20 10 15 150
> ---
> 259
> with this worker setting (F/S/T):
>
> 3/1/2, 2/1/2, 4/1/2, 1/0/3, 1/0/3, 1/0/3, 1/0/3
>
> Obviously the setting B gives 1 bulb less, but the same shields as A.
> This unwanted computational effect is due to the trade amount that B
> gives.
>
> Questions:
>
> 1. What good gives me the trade besides gold, luxury, and science?
> I can only think of traderoutes.
Tiles and traderoutes create trade. Trade created gold, luxury, and
science.
> 2. Doesn't have the trade an unwanted side effect in all computations?
Do you remember the discussion about factor 0? IMHO this would solve
the problem.
> 3. Trying to compute the science output:
> A: 8 * 80% = 6.4 --> 7 + 3S * 3 --> 9 ==> 16
> B: 18 * 80% = 14.4 ==> 15
> Is this correct?
Yes.
Raimar
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