5 ms·
In terms of an real-time strategy (RTS) game, like Starcraft: 1. base: how many Marines you have 2. dx: how many Marine-producers you have = X Marines / sec
by valbaca 4y ago
In terms of an real-time strategy (RTS) game, like Starcraft:
1. base: how many Marines you have
2. dx: how many Marine-producers you have = X Marines / sec
3. d2x: how many Marine-producer-producers you have, your harvesting units = (X Marines / sec) / sec
4. d3x: how many harvester-producers you have, your bases
5. d4x: how many base-producers you have
Idle games also fall in this category: first you chop wood with a crap axe, then you use wood to upgrade to a better axe, eventually you assemble an axe factory.
Inverted pendulums use such advanced math as well: https://en.wikipedia.org/wiki/Inverted_pendulum https://en.wikipedia.org/wiki/Inverted_pendulum
- mirker 4y agoStarCraft mineral mining is interesting. 50 minerals per worker + 100 minerals per supply depot at some amortized rate. You have a dampening term on workers/mineral patch which saturates between 2-3 workers. It’s pretty linear till then. Then you get a new base and do it again. The problem is you have both time and minerals (and supply, gas) as resources, which means there are multiple competing derivatives. I’d be interested in seeing if you can approximate the economy with derivatives alone but I think you’d have to have some discrete simulation.
- navane 4y agoYou purposefully over-saturate (to 3/patch) your existing base before you create a new base. Then when the new base becomes operational, you can "maynard" a chunk of workers to the new base and have it be immediately productive at ~1 worker / patch.
- nurettin 4y agoNumber of base producers you have isn't correlated to the rate at which you produce bases.
- valbaca 4y agoMy memory is fuzzy, but I think it depends on faction. For zerg, your drones can turn into bases and drones come from bases. Within a game, the "derivatives" start looping on themselves to keep the game balanced and interesting.
- nurettin 4y agoIt doesn't depend on the faction, producing more bases doesn't depend on having more scvs, drones or probes. It depends entirely on what your opponent is doing and how you are countering it. Idle games are the worst analogy. Even rock-paper-scissors comes closer.
- chupasaurus 4y ago> It doesn't depend on the faction, producing more bases doesn't depend on having more scvs, drones or probes. In SC2 it does for Zerg: their units are weaker than other races so in order to compensate that you have to reinforce faster which is done by having more hatcheries to mine more and produce extra larva. In BW the only thing that pushes additional bases is using gas-heavy strategies since there's only 1 geyser per base with limited rate of gathering.
- nurettin 4y agoWhat they mean is: if you have 200 drones, your base production rate is 200 bases per 100 seconds.
- chasebank 4y agoOperation cwal
- Nition 4y agoIn Total Annihilation and Supreme Commander you can also tell construction units to help build construction units at a unit construction facility. The faster you build construction units, the faster you can increase the amount of construction units you have available to build construction units more quickly.
- manimino 4y agoSwarm Simulator takes the "starcraft as derivatives" idea and runs with it, out to 30+ levels. https://www.swarmsim.com/#/ https://www.swarmsim.com/#/
- valbaca 4y agoyep, this is part of the class of games called "Idle games" or "incremental games" https://en.wikipedia.org/wiki/Incremental_game https://en.wikipedia.org/wiki/Incremental_game Universal paperclips is a famous one: https://www.decisionproblem.com/paperclips/index2.html https://www.decisionproblem.com/paperclips/index2.html