Colony Admin costs are an information leak
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When reporting an issue regarding the AI, if possible provide the relevant AI log file and a save game file that demonstrates the issue.
Colony Admin costs are an information leak
Basically you can tell how many colonies an empire has by this number. Not perfectly, you don't know how many are outposts, but roughly.
Re: Colony Admin costs are an information leak
You can also just open the Colonies Page in Game Graphs and see how many colonies each empire has.
Re: Colony Admin costs are an information leak
How do you get this information about Colony Admin costs ?
Or do you mean the Influence upkeep ?
Or do you mean the Influence upkeep ?
Re: Colony Admin costs are an information leak
what is the formula?
Re: Colony Admin costs are an information leak
Upkeep of a single colony is 0.4*sqrt(#populated_planets + 0.25*#outposts)
(4 outposts count as 1 colony)
So when you see the colony administration upkeep of a colony, say X, you know the owner empire has (2.5*X)^2 colonies.
Example, upkeep 1.25, colonies=9.76, maybe 9 colonies and 3 outposts? Let's see, 0.4*sqrt(9.75)=1.249. Correct.
(4 outposts count as 1 colony)
So when you see the colony administration upkeep of a colony, say X, you know the owner empire has (2.5*X)^2 colonies.
Example, upkeep 1.25, colonies=9.76, maybe 9 colonies and 3 outposts? Let's see, 0.4*sqrt(9.75)=1.249. Correct.
Re: Colony Admin costs are an information leak
+1 for hiding that information.
Re: Colony Admin costs are an information leak
That is not so easy with the way FO works. Could put a fixed part of influence upkeep on every colony (e.g. -1 and -0.25 on an outpost) put the difference on e.g. the capital.
So the enemy needs to see the capital in order to get the hint. This is ok in my opinion, but upkeep cost display for your own empire gets one step more convoluted
Or changing the backend we could treat influence meters differently and always hide them from other players. But that opens a can of worms, maybe players try to figure out those meters manually which sounds quite unfun.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Colony Admin costs are an information leak
I meant estimating IP production by analysing visible planets. Looking at focus, applied policies, species etc... and summing up and extrapolating.
Hidden or peaceful scouts can make a lot of planets visible.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Colony Admin costs are an information leak
Buts thats ok - its a choice, if I let peaceful scouts through my territory, or don't reseach scanner strength.
Currently its not a choice
And in the future, as diplomacy progresses, there may be a peace, a non agreesion stance, which does not allow scouts (non hidden scouts) through your territoryDaybreak wrote: Buts thats ok - its a choice, if I let peaceful scouts through my territory, or don't reseach scanner strength.
But for now Colony upkeep should be hifdden from other players.
Re: Colony Admin costs are an information leak
That's not how micromanaging works
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.
Look, ma... four combat bouts!
Look, ma... four combat bouts!
Re: Colony Admin costs are an information leak
What if empire lost its capital?
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Ubuntu Server 22.04 x64, gcc-12, boost-1.74.0
Welcome to the slow multiplayer game at freeorion-lt.dedyn.io.Version 2024-03-15.b3de094.
Donations're welcome:BTC:bc1q007qldm6eppqcukewtfkfcj0naut9njj7audnm