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.
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.
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….
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.
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:
FLOOR (total commerce * the specified slider rate).
下取整(总商业 * 特定税率)
The remainder is then given in gold.
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%.
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).
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.

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Technology Costs科技成本
To calculate the technology cost of a technology:
1) Take the base cost of the technology. (This can be found for each technology in Assets\\XML\\Technologies\\CIV4TechInfo.xml).
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.)
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.)
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.)
Thus the formula to calculate a Technology\’s cost is:
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
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.

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.
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
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.
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.)
3) Add 0.2 to 2) for EACH ADDITIONAL OPTIONAL Prerequisite that the player has met.
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:



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