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changed colony buildings to use ShortestPath rather than JumpsBetween…
…, using a ship speed of 80 as reference, and with a slight exponential reduction meant to roughly account for very large empires being likely to have faster ships
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How are non-integers handled by FOCS in the context of build time? Floor/Round/Ceil?
It seems to me your exponent does not exactly account for improvement in ship speed. Taking into account normalized distance
x = ShortestPath/80
:The effect of the exponent could be described by
ceil(x)-ceil(x^0.985)
(assuming a ceiling behaviour). The result can decently be approximated byceil(x) - floor(x/15)
for x < 60. So basically we reduce build time by one turn each 15 turns build time or an average improvement of 6%. Unless you aim for larger scales I do not agree this describes ingame behaviour well.Considering organic hulls already has a speed of 90 (100 with first engine), this would be an improvement of 12.5% or 25% respectively. Static Multicellular defaults to 100 with option to improve to 120 easily. So up to 50% speed up not to late into the game.
I instead suggest to modify the formula to
ShortestParth/(80+someTurnDependentNumber)
, the latter one around the lines ofmin(cap, 70 + currentTurn/3)
and add a cap of 120 or whatever seems reasonable.