that's why i used the term calculation -mrgenie wrote: ↑Jul 28 2018 10+10+10+10 = 40 wouldn't be 1 calculation.. on a CPU.
Just A + B if I remember correct are 3 operations in assembler. mov, mov and add in assembler..
that's 3 operations..
So the above example would be 12 operations
so for 200 countries that would be 2400 operations just for summarize 4 values.
but operation != calculation
lets make an example that simple addition of already known values like
income , expensese, trades,
for every one of these i would use even 10 operations - even though i think one mov would be enough
so we have 30 operations to get a new treasury value
multiplies that with the amount of regions ill use a max value of 200 - usually throughout a game the number tends to get lower
and lets do it even 1440 times every day (though i would even like just one right calculation, not 1440 wrong per day)
=30x200x1440
=8640000 operations - well that whopping number would take an amiga500 several seconds..for a very non-optimized way to handle this
(in case what can be done with optimized programming search youtube for "64k demo" and check those old demos out)
comparing that to the very complex stealth / sight calculation which has IMO not even a near important strategic impact like the treasury.
i would rather have a more simple LOS calculation, to get a correct treasury calculation.
in my in-game example i could by legions of recon units and plaster the world with radar stations for the unaccounted lost $.
Its almost depressing that one have to defend and beg for a mathematically correct calculation of the most important enabling stat in a strategic game.