How is time allocation calculated?

Nomen est omen. I would like to know the precise formula for calculating slider settings into time allocation (the bar at the bottom).

Maybe it is just like:

All the sliders’s positions have other assigned values, and game just reads it, just like “Time Allocation Bar”

What do you mean by “other assigned values”?

I already experimented a little bit to deduce the formula, but to no avail. The time allocation bar is certainly not purely determined by a proportional comparison of slider settings. For example, if you set on the first development prompt the sliders to 100/0/0 you don’t get a time allocation of 80|10|10 (since 10 seems to be the minimum); the game rather displays for some reason a slightly larger time allocation for Story/Quests (the third value) than for Gameplay (the second value). Also, if I set the sliders to let’s say 100|80|20, the result is also not 50/40/10 (200/100=0.5|200/80=0.4|200/20=0.1).

I’m trying to optimise my strategy, so it would be really helpful to know the precise formula, possibly one of the devs can provide it?

It is just my small theory.
For example when the slider is on 50% there is value #666 and the bar reads it and the graphix is done and all that other…

I Don’t know!

The Time Allocation Bar represents 100%
which basically means that if you have each slider at the exact same position there at 33.333333…%

With 2 sliders all the way up and one all the way down you would have 45/45/10.

I am curious why you are asking?

What you write is not always true, as I’ve pointed out above. That’s the reason why I’m asking.

what i’ve said is always true.
There are reports that the time allocation bar isn’t always graphical accurate though, which have no effect on the actual calculations.

This would explain the deviation in my 100|0|0 example. However, what about 100|80|20? If your claim is true, then Story/Quests would get a time allocation of exactly ten percent. However, the game clearly displays that Story/Quests nevertheless gets 20 percent of the allocated time. Is this also a graphical glitch?

Might I add that sliders and time allocation is not meant to be an exact science.
It will become more precise when you need to tweak sliders so your staff isn’t getting to much workload, combined with engine features that you want to have fully implemented ( meaning no % on the right )

I make an exact science out of it because it’s the way I play most games, especially strategy and simulation games. I enjoy finding an optimum way of playing.

As far as I know all the blue sliders (Story/Quest, A.I. and Sound ) have that same graphical glitch.

OK, thanks for the clarification. Then I guess it shouldn’t make a difference whether I set sliders to 100|80|0 or 100|80|20.

Seeing the 100/80/20 numbers you’re giving me, it appears to me that you got those numbers from the wiki :smile:

No. I tried to see how the minimum time allocation (which seems to be 10 percent) for a slider generally affects time allocation in cases where I assign an actual mathematical 10 percent of time in relation to the other sliders. With the page up/page down keys you can change the sliders in increments of twenty percent, so starting with the obvious value of 20 for one slider you have to assign another 180 percent to the other two sliders in order for the 20 percent allocated to the initial slider to “become” 10 percent of the time allocated (20/200=0.1=10%). The remaining 180 percent were therefore split into 100 and 80 for the other two sliders.

The graphical result, as I pointed out, is that if you change 100|80|0 to 100|80|20 the time allocated for the third slider doubles. This, however, is mathematically false if we assume that time allocation is a) clamped between 10 and 80 and b) proportional with respect to slider allocation. Your explanation that this doubling is a graphical glitch seems therefore plausible.

The Wiki, alas, has nothing to do with it, although I obviously consulted it first to see if I can find the requested formula there.