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Originally posted by Xin Yu
Did we miss something? Yes. What if your city can produce certain amount of shields each turn and you don't want to buy the whole thing? This will greatly impact calculations in parts b) and c).
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I didn't realize you were implementing this as well. That would complicate things somewhat.
Is this intended for use in scenario's with units (potentially) exceeding the 240 shield limit, beyond which rush buying becomes ... problematic?
As far as I can see the basic solution will be to order the production possibilities available for both improvements and units separately and by increasing price. Hence the key indicator will be the price differential between sequential "products"relative to the overall cost. ie: If the price "jump" to the next higher element in the desired queue exceeds that of incrementally buying up in the adjacent queue (accounting for the loss in switching production) then that particular step should be rejected.
Not quite this simple of course as the position of the adjacent elements in the overall shield requirement is the most crucial thing. Is there a detailed "price-map" of shield cost for the remaining shields relative to the proportion already accumulated? The only factual (?) info I have on it is the 240 shield cycle and the diminishing return effect the closer you are to starting from scratch.
I can't quite see why the rush-buying of an improvement for the cheapest possible cost wouldn't have the same problems as that of rush-buying a unit though...
Now I'm getting a headache