The following will be a stream of consciousness-style ramble taking you through my thought process as I tackle a math problem that copped up during the course of writing. This may subvert my expectations and be easy, but I have the feeling that it won't, and this presents a good opportunity to self-document my haphazard way of calcing things. Not sure how it'll turn out, but I guess we'll see.

Warhammer writers, why do you have to be so prone to exaggeration. I'm trying to establish a gradient for how tall the pyramids in the cities are, because ... consistency? Something? I dunno, it's a relevant thing since you're building a city and all. And the wiki says that Itza's central pyramid temples are taller than mountains. This obviously means the others are shorter, but that still leaves me with that figure. According to google, average height of a mountain is considered to be roughly 2000 feet/610 meters. That's fukkin big, pyramid of Giza's only like 146 meters tall. So now I need to calculate the weight of that, and sure I've done weirder things to figure out how to make a writing piece semi-accurate, but I've never calced mountain weight before and math ain't my strong suit. Let's do this.

~~~


...my eyes are burning. Do you see now SV, why it took me four months to get this game going? This is why. So much this. Random tangents and varying bullshit maths and much tiredness and fidging of equations I'm already not super good at using. All so my obsessive attention to detail can be satisfied with the consistency of the game. sleep now

So the quote above, press the arrow to follow back to the original post basically sums up my problem.

I tried to apply maths to my quest as I planned to measure resource intakes and outflow in real units, find a logical basis for production, name my techs interesting things based on IRL tech development and vaguely pseudoscience sci-fi stuff for the late game tech tree. Then ran into the brickwall that is reality.

Holy fucking shit.

How do other people handle this madness?

So I was as usual procrastinating in other quest threads and ran across the post quoted above and realized that is was abstraction time because fuck trying to do that level of consistency. I've still got kinks to work out (and not the fun kind either) but now we're going with nice abstracted generic units instead. This also makes it easier to ensure that power-bloat doesn't mean you blow your enemies out of the water no challenge or setbacks either because part of the reason this update was taking so long was trying to figure out what wouldn't make you hopelessly broken as a faction in this setting but also wouldn't be unreasonably low for a not insignificant AI. Expect an update within the week because by god did I originally misestimate.

'24 hours' my ass.

See you all soon
 
I've still got kinks to work out (and not the fun kind either) but now we're going with nice abstracted generic units instead. This also makes it easier to ensure that power-bloat doesn't mean you blow your enemies out of the water no challenge or setbacks either because part of the reason this update was taking so long was trying to figure out what wouldn't make you hopelessly broken as a faction in this setting but also wouldn't be unreasonably low for a not insignificant AI.
Please elaborate on this. It appears to be something really important to us all who ran into the same problem of turning small team combat into Bolo scaled Zerg rushes.
Hell. This could be the most critical piece of information for the upcoming years!
 
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