(all): Depend on info. Flatten info directory. This undoes the move to one subdirectory per chapter, which was done during Empire 2. The structure doesn't buy us much, as the info name space is flat, and it complicates makefiles. Overhaul info.pl: - It now wants to run in the root of the build tree. - Information on source files and subjects is now stored in makefiles, thus info.pl no longer picks up random junk from the file system. - Clean up Perl anachronisms, in particular use subroutine arguments and results rather than global variables where convenient. - Change format of diagnostics to the common format used by GNU tools, so that Emacs and the like can parse it. - Catch missing .SA. - When creating a new subject file, cowardly refuse to overwrite an existing file. - Subject files contain topics sorted by chapter, then by name. The order of chapters used to depend on how Perl sorts hash keys. Fix it.
70 lines
2.9 KiB
Perl
70 lines
2.9 KiB
Perl
.TH Concept Education
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.NA Education "How Education is calculated at the update"
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.LV Expert
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.s1
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Education is important for both technology and research production.
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Your country will not be able to produce technology or research unless
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your civilians have an education of at least 5. (See "info Products"
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for more details).
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.s1
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The \*Qnation\*U command will display, among other things,
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your current education level.
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.s1
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.nf
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This is how your new education level is determined every update:
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(1) Graduates are produced in schools
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See "info <Products.html>" or the "production" command to find out how many
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Graduates you are going to produce. Your update telegram will tell
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you the class of graduates produced in your various schools in a line
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like this:
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a class of graduates (135.00) produced in 3,1
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(2) Calculate your education production efficiency
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The higher your population, the lower your education p.e., as it takes
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more graduates to maintain the same overall level of education. Note that
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with low population you education p.e. can be greater than 1.
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The version output will contain a line like this:
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Education p.e. requires 1 class of graduates per 10000 civ.
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Your education p.e. is now calculated as follows:
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education p.e. = "civ. per graduate" /
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"total pre-update civilian population"
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number of graduates produced = class of graduates * education p.e
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For example, lets say you have a pre-update civilian population of
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40,000 and have produced a class of 260 graduates. Your education p.e.
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would be 10000 / 40000 = .25 and your number of graduates would be
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260 * .25 = 65
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(3) Calculate edu delta from the number of graduates
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"edu log base" is always 4.0 and "easy edu" is always 5.0.
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To find out what your edu delta for the update will be, subtract "easy
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edu" from the number of graduates you are producing and call
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this number "over easy". Now divide "over easy" by the log of ("over
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easy" + "edu log base") base "edu log base", and then add "easy edu" back.
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Simple eh? ;-)
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OK, here's an example:
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Say you are producing 65 graduates. Then your "over easy" would be 65
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- 5.0 = 60. Now the log of (60 + 4.0) base 4.0 is 3 (since 4 to the
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power 3 is 64), so our edu delta will be 60/3 + 5 = 25.
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(4) Calculate your new education as a weighted average
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The version output will contain a line like this:
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Education is averaged over 192 time units
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And the number of etus per update is printed in the version output as:
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An update consists of 60 empire time units.
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Your new education is now calculated as follows:
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"new edu" = ("old edu" * "average etus" + "edu delta" * "etus per update") /
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("average etus" + "etus per update")
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So if, for example, your old education level was 40 and your "edu
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delta" was 25, then your new edu would be:
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"new edu" = (40 * 192 + 25 * 60) / (192 + 60)
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= 36.43
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.fi
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.s1
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.SA "Happiness, Innards, nation, Products, Research, Technology, Nations, Producing, Updates"
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