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[转贴] 文明4科研计算公式(好东西) [复制链接]

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发表于 2008-6-3 10:04:33 |只看该作者 |倒序浏览
文明4科研计算公式
翻译:江左
引自civfanatics,其中有一些是我们以前可能没注意到的。
Technology Research Explained....科研的解释
Research. It's the fundamental way of advancing in life and in Civ IV, and a necessary part of making your way up the food chain in Civ IV from doormat to winner (whether via space race, diplomacy, conquest, or culture). Unfortunately, it's also the way to figure out how research actually works in Civ IV.
科研在生活与civ4中都是进步的基本方法(俺考试主要作弊,顺便提一句),而且,在civ4中,是挤上食物链顶端,从受气包变成赢家的必要手段(不论是通过宇宙竞赛、外交、征服还是文化)。可惜,这也是了解civ4中科研运作方法的手段。
Fortunately for you all, I've done all that. This article came about because I was interested in what the optimal start to the game was. However, upon working out that information, I was startled to discover that the amount of research differed from what my lone city was producing. I dug further in depth into the mechanisms of the game and figured out how research is priced, accumulated, and applied in the game.
大家运气好,俺都做了一遍。因为我对游戏的优化感兴趣,所以才写了这篇文章。??然而,在工作的过程中,我惊奇地发现科研的数额与我唯一的城市的产出不同。我在数学方面深入之后,研究出游戏里的科研是如何定价、累积以及运用的。
This article will explain the ins and outs of how your beakers get put to work to research the technologies that make or break your game of Civ. To learn more, read on....
本文将阐述玩家的烧杯如何转化成科研的细节。预知详情,那就继续……
One important note.提示。
FLOOR means rounding DOWN to the nearest integer AND it has higher precedence than all other operators EXCEPT FOR parentheses. You will see it used a lot in the article.
FLOOR表示向下取整(round down to the nearest integer),并且除了圆括号(parentheses),它比其它运算符号(operator)有更高的优先级(precedence)。文中经常使用向下取整。
The basics (of generating beakers)(生产烧杯的)基础
1) Each city generates a raw amount of commerce via the squares that are being worked and the trade routes in the cities.
1)每个城市都通过土地和城中的商路取得商业收入。
2) This commerce is in turn translated into beakers (research), coins (gold), or notes (culture) via the technology and culture sliders. The actual amount of beakers and notes are gained by using the specified slider rate in the following equation:
2)上述商业收入通过科研和文化控制条被依次转化为烧杯(科研)、金币(资金)或音符(文化)。烧杯和音符的确切数量是通过控制条上特定的税率,根据下列公式确定的:
FLOOR (total commerce * the specified slider rate).
下取整(总商业 * 特定税率)
The remainder is then given in gold.
其余部分转化为资金。
So, yes, you WILL get AT LEAST one gold from each city that has a commerce that is not a multiple of 10, if your science or culture is not 100%.
于是嘛,从每个商业收入不是10的整数倍的城市中,只要科技或文化不是100%,玩家将得到至少1枚金币。
3) Each city then takes each amount and adds in any additional sources of research, gold, or culture (via shrines, production processes, and specialists, mainly).
3)每城都得出这些数额,再加上额外的科研、资金或文化来源(主要是通过祭坛、物产转化和专家)。
4) Each city then multiplies it by whatever modifiers it has depending on what buildings it has built (e.g., beakers are multiplied by 1.25 if it has a library, gold is multiplied by 1.5 if it has a bank, etc.). NOTE: multipliers are ADDITIVE (i.e., if you have a library and university, your beakers will be multiplied by 1.5 (1 + 0.25 + 0.25) NOT 1.5625 (1 * 1.25 * 1.25)).
4)这个数额乘以根据各城所造建筑而得到的修正值(例,如有图书馆,烧杯则乘1.25,如有银行,资金乘1.5,等等)。注意:乘数(multiplier)有叠加性(ADDITIVE)(例,如有图书馆和大学,烧杯应乘以1.5(1+0.25+0.25),而不是1.5625 (1*1.25*1.25))。
5) The beaker totals are then added up across the cities and the sum is your base beaker total.
5)各城的烧杯总数加到一起就是玩家的总烧杯数。
%……#%◎◎×※……~!『,鬼子还真罗嗦,不过这小子弄的数学方法很严谨,怕是俺的翻译大伙倒看不明白。

Technology Costs科技成本
To calculate the technology cost of a technology:
要计算一项科技的成本:
1) Take the base cost of the technology. (This can be found for each technology in Assets\XML\Technologies\CIV4TechInfo.xml).
1)取科研的基本成本(在Assets\XML\Technologies\CIV4TechInfo.xml中有所有科技的资料)。
2) Multiply 1) by the Difficulty Modifier and take the FLOOR of the product. (The difficulty modifier can be found in Assets\XML\CIV4HandicapInfo.xml.)
2)将1)乘以难度修正,并将结果下取整(难度修正在Assets\XML\CIV4HandicapInfo.xml中)。
3) Multiply 2) by the Map Modifier and take the FLOOR of the product. (The map modifier can be found in Assets\XML\CIV4WorldInfo.xml.)
3)将2)乘以地图修正,并将结果下取整(地图修正在Assets\XML\CIV4WorldInfo.xml中)。
4) Multiply 3) by the Speed Modifier and take the FLOOR of the product. This generates the actual cost of the technology. (The speed modifier can be found in Assets\XML\CIV4GameSpeedInfo.xml.)
4)将3)乘以速度修正,并将结果下取整,便能得出科技的实际成本(速度修正在Assets\XML\CIV4GameSpeedInfo.xm中)。
Thus the formula to calculate a Technology's cost is:
因此,计算科研成本的公式为:
Technology Cost = FLOOR (FLOOR (FLOOR (Base Cost * Difficulty Modifier) * Map Modifier) * Speed Modifier)
科研成本 = 下取整(下取整(下取整(基本成本 * 难度修正)* 地图修正)* 速度修正)
Applying the Research to the Technology
将科研代入科技
The amount of beakers applied to the technology cost is dependant upon the number of civilizations which know the tech and the number of requirements you have fulfilled for the technology.
应用于某项科技的烧杯数量取决于已经掌握该科技的文明数量和玩家对该科技的要求的达成数量。

Calculating the Known Civilizations w/ Tech modifier计算已有文明掌握科技的修正??
1) Multiply 0.30 by the number of KNOWN, LIVING civilizations, who have the tech.
1)已知的、已掌握该科技、并且存活的文明数量乘以0.3。
2) Divide by the number of civilizations which STARTED on the map and ROUND DOWN to the hundredth place (0.01) of the quotient.
2)【将1)】除以起始文明的数量,并在百分位(hundredth place of the quotient)取整。??本句似有语病。
3) Add 2) to 1
3)将2)加1
Tech Known by Civilizations modifier = 1 + RDDW (0.30 * # known Civs who have the tech / # of Civs who started the game
其它文明已掌握的科技修正 = 1 + 取整(0.30 * 已知掌握该科技的文明数量 / 参与游戏的文明总数)

Calculating the Prerequisites modifier计算前提(prerequisites)修正
1) Start with 1. If the technology does NOT have a minimum requirement (i.e., the starting techs = Fishing, The Wheel, Agriculture, Hunting, Mysticism, Mining), then use 1 AS the modifier.
1)如果该科技无最低要求(例,起始科技=捕鱼、车轮、耕作、狩猎、神话、采矿),设修正值为1。
2) Add 0.2 to 1) if a Technology has a MINIMUM Requirement that the player has met. Note: Even if a tech has MANY MANDATORY PREREQUISITES, it will still only give you a boost of 1.2 because you MUST have all those prerequisites to research the tech. (IOW, the minimum requirement IS all of those prerequisites.)
2)如果玩家达到了该科技的最低要求,给1)加0.2。注意:即使一项科技有许多强制前提,它的修正值仍是1.2,因为玩家必须满足所有条件才能展开研究(换句话说(这明明素俺滴口头禅),最小要求即全部前提)。
3) Add 0.2 to 2) for EACH ADDITIONAL OPTIONAL Prerequisite that the player has met.
3)玩家每满足一条选择性前提,都给2)加0.2。
Requirements modifier = 1 + (0.2 * MINIMUM Req. met) + (0.2 * # of Optional Prereq. met)
前提修正 = 1 +(0.2 * 满足最小前提)+(0.2 * 满足非强制前提的数量)

Calculating the Actual Amount of Beakers Generated Toward a Tech计算投入一项科技的实际烧杯量
To calculate the amount of beakers which you generate toward the technology:
要计算投入该科技的烧杯数量:
1) Take the total sum of beakers generated by all your cities (the result from the basics part).
1)得出所有城市的烧杯总量(基础部分的得数)
2) Add 1 to it if you have a city.
如果玩家有一个城市,1)加1。??
3) Multiply 2) by the Known Civilizations w/ Tech modifier and take the FLOOR of the product.
3)用2)乘以计算已有文明掌握科技的修正,并取整。
4) Multiply 3) by Prerequisites modifier and take the FLOOR of the product.
4)用3)乘以前提修正,并取整。
The formula to calculate the amount of beakers applied to your technology is:
Beakers applied to Technology = FLOOR (FLOOR ((Total Base Beakers + 1) * KCwT modifer) * Prerequisites modifier)
计算投入科研的烧杯总量的公式为:
投入该科技的烧杯 = 下取整(下取整((基础烧杯总量 + 1)* 有接触文明掌握科技的修正)*(前提修正)
An example举例
I always seem to understand better with an example, so here's a basic one.
我好象总要举例才比较明白,来个简单的例子。
Say you want to research Code of Laws which has a base cost of 350 beakers, the mandatory requirement of Writing and the optional (meaning you must research one of them) requirements of (Priesthood or Currency).
假设你想研究律法(code of laws),它的基本成本是350烧杯,强制性前提是书写(writing),选择性前提(意为你要多选一)是祭伺(priesthood)或货币(currency)。
You know Writing and Priesthood
你掌握书写和祭伺。
You produce 37 net beakers per turn and 3 other civilizations know it out of 7 who started the map.
你的净烧杯为每回合37,并且,初始的7家文明中有3家已经掌握了。
You started on a standard map (1.4 modifier) at the monarch difficulty level (1.15 modifier) at epic game speed (1.5 modifier).
你用的标准地图(修正1.4)、难度君王(修正1.15)、游戏速度史诗(修正1.5)
Your cost would be:你的成本将是:
FLOOR (FLOOR (FLOOR (350 * 1.15) * 1.4) * 1.5)
下取整(下取整(下取整(350 * 1.15)*1.4)*1.5)
FLOOR (350 * 1.15) = 402
FLOOR (402 * 1.4) = 562
FLOOR (562 * 1.5) = 843
Total cost = 843 总成本843
The amount of beakers applied to code of laws would be:
投入律法的烧杯量应为:
FLOOR (FLOOR ((37 + 1) * (1 + RDDW (0.30 * 3 / 7))) * (1 + 0.2 * (0.2 * 0))
下取整(下取整((37 + 1)*(1 + 取整(0.30 * 3 / 7)))*(1 + 0.2 *(0.2 * 0))
1 + RDDW (0.30 * 3 / 7) = 1.12
FLOOR (38 * 1.12) = 42
FLOOR (42 * 1.2) = 50
Beakers applied to Code of Laws/turn = 50每回合投入律法的烧杯量 = 50

Note that having Writing AND Priesthood only gives you a bonus modifier of 1.2 because you must have at LEAST Writing PLUS one of the optional prerequisites to be able to research Code of Laws. If you also had Currency, then the modifier would be 1.4.
注意掌握书写和祭伺只得到1.2的修正,因为你必须掌握书写和至少一项选择性前提才能开始研究律法。如果同时掌握货币,则修正值应为1.4。
Overflow
The overflow is calculated by the modifiers from the PREVIOUS Technology. Therefore, if you finished researching Writing this turn, and you had all THREE optional requirements, the overflow beakers which applied to your next technology would be equal to however many you had left USING THE MODIFIERS FOR Writing after finishing Writing. So, your Requirements modifier would be 1.6 (1.2 * 3). So, you could conceivable get a significant boost toward your next tech OVER WHAT YOU SHOULD HAVE GOTTEN if you have a lot of overflow.
盈余
盈余是基于上一个科技,通过修正计算得出。因此,如果玩家本回合完成书写的研究,并满足全部三项选择性前提,盈余、且会用于下一项科研的烧杯量将等于研究书写完成时剩余的、经过研究书写修正的烧杯数,不论此数是多少。这里,玩家的前提修正应为1.6(1.2*3)。因此玩家可以设想,如果有好多盈余,下一项科研就比理应获得的速度得到明显的提高。

Repercussions影响
1) It can be VERY important to establish contact with all the other civilizations in order to speed your beakers applied count. You could potentially be making 28% (17 known civs w/ tech/ 18 civs total) more beakers than you normally could on a tech. This is especially true on harder difficulties. If you just meet half of the other civs, your research on techs known by the others would improve by 14%. This is probably the biggest repercussion of the calculation.
1)为加速烧杯生产量,与其它文明建立联系非常重要。一项科研中,烧杯增值的潜力为28%(17个有接触的、有科技的文明 / 18个总文明)。难度越高,可能性越大。如果玩家只见过半数的文明,科研增值应为14%。这大概是计算的最大影响。
2) If you're going to research several technologies and one is an optional requirement of another, research the optional one first as that will boost your research toward the other one unless you have a specific reason for researching the other one.
2)如果可以研究多项科技,而其中一项是另一项的选择性前提,应先研究前提项,这样可以给另一项加速,除非研究有明确的目的性。
3) If you're researching the starting techs (no prerequisites modifier), try to reduce the amount of overflow you have, as you're multiplying it by the lowest amount possible. It would be better spent earning some gold which may be necessary to run a deficit research job.
3)如果研究起始科技(无前提修正),应尽量减少盈余,因为此时的盈余修正最低。还不如挣些资金,以备科研造成赤字时的周转。
4) If you're researching a tech which is known by a lot of people and which has many optional prerequisites which you already have, try to time it so that you end a turn with 1 beaker left to research that tech. The next turn INCREASE the amount of commerce you generate in order to increase the research overflow on the next turn to the max amount possible. You could potentially generate 104.8% ((1 + 17 known civs w/ tech/18 civs) * 1.6 [tech w/ 3 optional prerequisites]) more beakers of overflow than you normally would for that tech (assuming it's from Writing to a Starting Tech which no one knows. I know, it's unlikely. ). However, for a realistic overflow difference getting almost 46% (1.25 * 1.4 / 1.2) more beakers in overflow is very feasible.
4)如果玩家正在研发的科技已经众所周知,而且多项选择性前提玩家也都具备,即应尝试完工前一回合剩余1个烧杯,并在下一回合开足商业马力以争取最大的盈余。玩家最大能比正常盈余(假设从书写转到一项无人掌握的起始科技,我也知道这不太可能――根本不可能,每家文明两项初始科技,这小子打算18家文明挤在 5个初始科技里,他除了写数学公式,也该用用手指头啊)多104.8%的烧杯((1 + 17有接触且掌握该科技/18)*1.6(有3项选择性前提))。不过,实际烧杯盈余差额很可能达到46%(1.25 * 1.4 / 1.2)。
5) Pre-Alphabet (and possibly in non-tech trading games), you will be able to determine the number of known players with a certain tech but not who has this specific tech unless all known or no known civs have it. (thx to DaviddesJ for pointing this out).
[First tech = 6 known civs w/ tech out of 7 civs and 1 additional optional prerequisite obtained]
[Second tech = no known civs with tech and no additional optional prerequisites obtained]
like Paper w/ Civil Service and Theology to Education.
5)前字母时代(包括设定无科技交换的游戏),玩家可以确定掌握特定科技的文明数量,但不知道谁掌握,除非恰好是所有有联系或无联系的文明(感谢DaviddesJ指出)。
[第一个科技=6家有联系且掌握该科技/7个文明,外加满足1项选择性前提]
[第二个科技=没有有联系且掌握该科技的文明,也没有满足选择性前提]
比如掌握了文官制的纸张和教育对神学。
??(人话?这鬼子是为了数学而数学的家伙,甭指望他能做出好游戏来,或者原文是配图片的。是指游戏自动推荐的两个科技?还是科研总额的变化?)
6) Similar to repercussion #5, if the AI is ahead of you in tech, you will be able to determine the number of known players with a technology which is BEYOND your research ability (i.e., those you do not have the prerequisite technologies for) but not who has this specific tech unless all known or no known civs have it. NOTE: there would also be times where you would NOT know whether another known civ has the tech as the civ modifier would be small enough that no difference could be detected. (thx to Roland Johanson for pointing this out.)
6)与影响5)类似,如果电脑的科技领先玩家,玩家能了解超越自身研究能力的科技(没有满足前提)有多少文明掌握,但是不能知道谁掌握了这项科技,除非恰好是所有有联系或无联系的文明。注意:有时,有接触文明掌握科技的修正量太小,不足以被发现(感谢Roland Johanson指出此点)。
7) If you don't choose a tech as soon as you found your first city, you are probably losing a bonus (if you don't choose a starting tech). This might not be that significant, but when every beaker counts, losing two beakers in the beginning might mean the difference between getting that iron rush 1 turn faster.
7)如果建立第一座城市后玩家不挑选一项科技,就可能丧失一份奖励(如果没挑选起始科技)。这可能不太重要,不过在每个烧杯都很重要的时候,上来就损失2个烧杯也许等于抢铁的时候差1回合。
8) If you have a neighbor who you're thinking of killing off who has techs which you have not researched yet, it might not be worth it to kill them off UNTIL you've researched the tech (1 neighbor who knows the tech in a 7 player game will provide a 1.04 boost).
8)如果玩家打算干掉已经掌握先进科技的邻居,也许应该在研发之后再推平(在7人游戏中,一个掌握科技的邻居可提供4%的加速)。
Difficulty, Map Size, and Speed Modifiers难度、地图大小和速度修正
Difficulty Modifiers难度修正
0.70 = Settler
0.80 = Chieftain
0.90 = Warlord
1.00 = Noble
1.10 = Prince
1.15 = Monarch
1.20 = Emperor
1.25 = Immortal
1.30 = Deity
Map Size Modifiers地图大小修正
1.10 = Duel
1.20 = Tiny
1.30 = Small
1.40 = Standard
1.50 = Large
1.60 = Huge
Game Speed Modifiers游戏速度修正
0.67 = Quick
1.00 = Normal
1.50 = Epic
Additional Modifier for knowing 1 more civilization who has the tech out of....一个有联系且掌握科技的文明修正表
2 Starting Civilizations = 0.15
3 Starting Civilizations = 0.10
4 Starting Civilizations = 0.075
5 Starting Civilizations = 0.06
6 Starting Civilizations = 0.05
7 Starting Civilizations = 0.0428...
8 Starting Civilizations = 0.0375
9 Starting Civilizations = 0.0333...
10 Starting Civilizations = 0.03
11 Starting Civilizations = 0.02727...
12 Starting Civilizations = 0.025
13 Starting Civilizations = 0.0230769...
14 Starting Civilizations = 0.0214...
15 Starting Civilizations = 0.02
16 Starting Civilizations = 0.01875
17 Starting Civilizations = 0.017647...
18 Starting Civilizations = 0.01666....
Thanks to感谢
-Zombie69, Roland Johanson, and kryszcztov for suggesting ways to improve and/or clarify the article(对文章的建议和改进)
-DaviddesJ for suggesting repercussion #5.(影响5)
-Roland Johanson for suggesting repercussion #6.(影响6)
-Arthog for his idea about dead civilizations possibly contributing to the modifier which led to repercussion #8 and for providing a save file to test the idea on.(假设灭亡文明对科研的贡献、提供进度、并导致影响8的确定)
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发表于 2008-6-3 15:23:43 |只看该作者
文明4是数据流的,我要死了,该死的数据流。

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