power: Include sector maximum population in power factor
Replace the term power value of materials and cost + 9 by power value of materials and cost + maximum population / 1000 * 8 + 1 The value of ordinary sectors (maximum population 1000) doesn't change. The stock game's mountains, plains and bridges are now worth only 28% as much. This concludes my tweaking of the power factor for now. I tested it with data from a real game (Hvy Metal II). The effect is small: #5 overtakes #4, and the lead of #1 over #2 and #3 shrinks some. Closer analysis finds the following reasons. The game had very expensive big cities. Valuing them correctly gives countries with many cities a noticeable boost. Planes are worth less than before, but the difference is much larger for cheap planes. Big piles of construction materials are worth much less, and shells, guns and bars are worth more. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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4 changed files with 22 additions and 19 deletions
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@ -481,17 +481,17 @@
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Play#0 output Play#0 1
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Play#0 output Play#0 1 sects eff civ mil shell gun pet iron dust oil pln ship unit money
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Play#0 output Play#0 1 1 96 62% 28K 1.2K 0 0 0 2.5K 340 580 21 32 16 25K
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Play#0 output Play#0 1 896.93
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Play#0 output Play#0 1 912.48
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Play#0 output Play#0 1 2 32 22% 7.1K 1.9K 0 0 0 0 1 5 3 3 3 100
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Play#0 output Play#0 1 459.65
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Play#0 output Play#0 1 528.93
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Play#0 output Play#0 1 4 64 8% 25K 1.1K 0 0 0 20K 21 4.0K 0 10 10 25K
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Play#0 output Play#0 1 285.91
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Play#0 output Play#0 1 293.10
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Play#0 output Play#0 1 3 64 14% 17K 170 0 0 0 0 0 0 0 0 0 -100
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Play#0 output Play#0 1 236.15
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Play#0 output Play#0 1 251.70
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Play#0 output Play#0 1 6 8 88% 4.0K 168 0 0 0 0 0 0 3 1 3 25K
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Play#0 output Play#0 1 199.68
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Play#0 output Play#0 1 216.96
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Play#0 output Play#0 1 7 8 88% 4.0K 160 0 0 0 0 0 0 0 3 0 25K
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Play#0 output Play#0 1 181.50
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Play#0 output Play#0 1 198.77
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Play#0 output Play#0 1 5 0 0% 0 0 0 0 0 0 0 0 0 0 0 25K
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Play#0 output Play#0 1 60.00
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Play#0 output Play#0 1 ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ---- ----
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