爱游戏体育官网:《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。

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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

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