Talk:Technology Formula

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Rafiki, I cannot seem to get the math markup to work. Can you help me out here? XieChengnuo 03:55, 5 May 2005 (CEST)

Hi XC. It seems the server needs to have some extra software installed for TeX-markup to work. I'll see what I can do to get it into place, but for now you'll have to do without, I'm afraid. Rafiki (talk) (help)[[]] 20:18, 5 May 2005 (CEST)

I hope this is not a stupid question, but...

I don't know a whole lot about modding or hacking files, but I do (unfortunately) have a good bit of experience with VB coding. Is that cited code in the HoI2 executable and, if so, how might I access it (read-only is fine)?

I have Visual Studio 2005, if that helps and/or is needed.

Thank you.

I think it's just pseudo-code to describe the algorithm that applies. I can't recall seeing stuff like this in the open in any Paradox game. – Rafiki (talk) (help) 08:03, 24 August 2006 (CEST)


Words

Giving this formula is quite a nasty thing for many people who just want to get an idea about how the speciality and Blueprints and early start time and skill affect their research. I tried to get the code and I try to write it down in a more understandable way, hopefully right. I ask someone with more knowledge to check for the correcteness, and again I ask for the default values of the parameters and their locations the game files.


The following aspects influence your research time, given all other circumstances are identical:

Effect of matching the component: If a component of a technology is researched by a team that does not have the needed speciality, the research time for that component is roughly doubled (exactly doubled if the parameter "Bonus_level" is zero and "Base_increase_matched" is the same as "Base_increase_unmatched").

Blueprint: If you have a blueprint of a technology, your research time is multiplied by the parameter "Blueprint_Bonus". So if this parameter would be 2, your research time would be halved. If you acquire a blueprint while you are already researching that technology, your progress so far is unaffected, however the remaining research is affected by the blueprint.

Early research: If you start researching a project before the 1st January of the historical date, your research time is increased. For every day it is calculated how much your progress is slowed, the more days your are early, the slower your research. For every day, the number of remaining days to the 1st of January of the historical date is calculated, that number is multiplied by the parameter "Early_Research_Mod". This value is capped at the parameter "Max_Early_Research_Penalty". So if this value would be 0.25 and the "Max_Early_Research_Penalty" would be 0.5, your research time would be increased by 25%. If this value would have been 0.6 and "Max_Early_Research_Penalty" would have been 0.5, your research time would be increased by 60%. Note that your research speeds up when your getting closer to the historical date. If you have started research before the historical date and did not finish until the historical date drops in, the penalty is even completely removed for the remaining research.

Formula can't be right

The forumlae given on this page can't be right.

Both terms of each of the main equations are presented as having Min(TECHS(Current_Component).Difficulty, 3) in the divisor. But this means "3, or the difficulty level, whichever is less". That will always evaluate to 3, since there are no difficulty levels of less than 3 in an unmodded game; and therefore, would, if true, render the listed difficulty level completely irrelevant to the speed of technological research. Clearly this is not the case.

Surely it should say "Max", not "Min". That would mean that if the difficulty level were (due to an ill-thought-out mod) less than 3, the forumula would use 3 instead. That's much more sensible, and much easier to believe is actually the case. Jeffh 07:45, 3 November 2008 (UTC)

Sound correct to me. Please make the change. :) --Musides 17:18, 4 November 2008 (UTC)
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