yairm210 / Unciv

Open-source Android/Desktop remake of Civ V

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Technology cost discrepancy

O-spin opened this issue · comments

Is there an existing issue for this?

  • I have searched the existing issues

Game Version

4.11.4

Describe the bug

I have been playing quite some unciv, hand have been using civ 5 guides to try to get better. However I can never seem to hit the same timings they do (skill issue).

Unrelatedly I had a look at the technology costs between the games, and something seems weird. Globalization costs 9196 science in unciv on Standard game speed with a medium map, while the same technology costs 9680 in civ 5 G&K (In civ 5 BNW it costs 10164 for reference).

Another example: Animal Husbandry costs 24 science vs 27 science on quick game speed.

Steps to Reproduce

  1. Create a game of the same size in unciv and in civ 5.
  2. Compare technology costs.

Screenshots

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Link to save file

No response

Operating System

Windows

Additional Information

No response

Just read the source - if you can find reliable sources stating how Civ5 handled any of these modifiers differently, that'd be welcome. But keep in mind like-named map sizes in Unciv are NOT the same size as in Civ5. To get valid comparisons you would need to use custom sizing and enter Civ5's values...

Just read the source - if you can find reliable sources stating how Civ5 handled any of these modifiers differently, that'd be welcome. But keep in mind like-named map sizes in Unciv are NOT the same size as in Civ5. To get valid comparisons you would need to use custom sizing and enter Civ5's values...

Sure, that may be why the confusion. Is there a reason why the naming convention is different?

Also, feels like Medium might be alot smaller than Standard, maybe it shouldn't have the 10% tech cost?

🤷 maybe names map sizes are smaller because Civ5 is desktop only, while Unciv once ran on tiny Android 4 or even older devices? I added some comments on that long ago... #6309 in case you wish to study the discussion...

To get valid comparisons you would need to use custom sizing and enter Civ5's values...

On custom map size 66x42 I get a 1.2x tech cost multi while the wiki says 1.0x. This feels silly, could the interpolation follow the Civ 5 mechanics for custom map sizes? Or is this just not a priority? I respect the discussion in #6309 it just feels very not Civ5 and I would like clarification.
https://civilization.fandom.com/wiki/Map_(Civ5)

Ah, I get it.
a) Our different predefined map sizes also shift the modifiers. As in, our modifiers go by name not size.
b) We compare by radius not width x height which introduces off-by-one potential through integer rounding
c) The factor from number of your cities lacks a lower bound - with 0 cities it probably shouldn't apply a negative modifier but it does.

So: 66x42 is Civ5Small, which has a corresponding radius of 30, which our MapSize.Large also has (even if it theoretically is larger by 1 in the y direction - my point b). Civ5's size of the same name has indeed world size modifier 1.2 - point a explained.

Without c, that makes at turn 0 (deity, standard speed, that 66x42 size) before even founding a capital e.g. Pottery: base cost 35, mapsize modifier 120% = 42. Unciv shows 40 because of c - 0 cities makes another modifier = 100% * (0-1) * 0.0375.

No my place to decide on policy. I'm fine with as-is, but would be OK with moving to exact civ5 mapsize and modifiers if there's a consensus.