Visualizing Variable Power Throughout the Game
Feel free to use the glossary as needed.
Initial Publication on November 19, 2022
Some information (with regards to top players) may be inaccurate
Introduction #
Let’s start by defining which variables we’re discussing. We will discuss the main-game variables, (
We can split the progression through the game into three sections:
-
From 0 to ee4310, this section includes the unlocking of all of the variables, finishing with the unlocking of
at ee791. It also includes the purchase of power upgrades, of which we will discuss more later. -
From ee9160 to ee47362, this is the range when we buy supremacy upgrades known as “psi3” upgrades.
-
Finally, the final section is after ee47362, where we see the title of strongest variable change hands a few more times with a final change at ~ee70000.
Program #
To visualize the power of each variable throughout the game, I’ve created a script in Python that can compute the power of all variables at any given
To create the graphs seen shortly, I repeated this computation at many different
Something to note about the program is that it computes the base power,
Unlocking Variables (0 - ee791) #
The cost of the first levels of each variable range from Free to an expensive ee791. Here’s a table with the cost of the first level of each variable:
Class: breakdown; last_row: false; Caption: Cost of First Variable Level;
[type=“th”;]x | Free | [type=“th”;] |
ee29.365 | [type=“th”;] |
ee255.19 |
[type=“th”;]y | 1.04 | [type=“th”;] |
ee43.064 | [type=“th”;] |
ee337.79 |
[type=“th”;]z | 1.08 | [type=“th”;] |
ee59.526 | [type=“th”;] |
ee432.59 |
[type=“th”;]s | 10.00 | [type=“th”;] |
ee78.793 | [type=“th”;] |
ee539.71 |
[type=“th”;]u | ee4.2871 | [type=“th”;] |
ee100.90 | [type=“th”;] |
ee659.31 |
[type=“th”;]v | ee10.045 | [type=“th”;] |
ee153.79 | [type=“th”;] |
ee791.49 |
[type=“th”;]w | ee18.379 | [type=“th”;] |
ee218.41 | INVIS | INVIS |
[FOOT;] |
Here’s a graph of variable power up to ee50
Computed every ee1 from ee1 to ee50.
And here’s a graph with the same
Computed every ee1 from ee1 to ee50.
And here’s a graph of variable power up to the purchase of the final variable at ee791:
Computed every ee1 from ee1 to ee850.
And the percentage graph:
Computed every ee1 from ee1 to ee850. A bit more spiky ;)
Power Upgrades (ee50 - ee4310) #
You may have noticed the abrupt jumps in the above graphs. We’ll now discuss why that occurs.
After we supremacy for the first time at ee50, we are given a currency
Because the power each variable has is propagated down all of its lower variables (ex.
The cost of each upgrade from
The cost model changes after this, and from
The cost model changes one final time, and from
With all of these calculations in place, here is the new variable power graph, now ranging up to ee5000:
Computed every ee1 from ee1 to ee5000.
Each small jump present in the graph marks the purchase of an added
And finally, here is the percentage of total power for each variable:
Computed every ee1 from ee1 to ee5000.
Very spiky!
Psi3 Upgrades (ee9160 - ee47362) #
After we buy
These upgrades help delay the decay players would otherwise experience from ee20k-ee50k as their theories slow down and they gain less
The first psi3 upgrade increases
To illustrate the effect these purchases have, let’s use an example.
Let’s say these are the current equations for your first five variables:
And let’s say that shortly afterward you purchased a new psi3 level:
With this new level, the power of
But don’t just take my word for it. Let’s look at the data from the program around this upgrade.
Computed every ee1 from ee13000 to ee15000. For the purpose of this visualization, only the four variables discussed are plotted.
As can be seen in the image, both
This leads to an interesting effect where every two psi3 upgrades one of the variable’s power stops getting boosted from the upgrade, so we see a line separate from the rest every two jumps:
Computed every ee1 from ee1 to ee50000. This took a while to run…
And here’s a rather interesting plot with the percentage of total power each variable has.
Computed every ee1 from ee1 to ee50000.
Post-Psi3 Variable Power (ee47362+) #
We’ve made it. The end of the supremacy upgrades is upon us. What’s next?
Well, now is when
Computed every ee5 from ee35000 to ee80000.
Immediately after the final supremacy upgrade, we gain a lot less
Shortly afterward, during the period up to ~ee52000,
Fortunately,
Finally, at ee70000,
Class: strat;
Caption:
INVIS | e1 x increase |
|
---|---|---|
Psi3 | ||
y |
A plot with only , , and to illustrate the difference in their scaling and where each variable becomes dominant.
Why We Buy During Endgame Graduation Recovery #
Even before
At ee48000, the supremacy equation we recommend using skips most of the psi3 supremacy upgrades. In fact, it only supremacies at
Computed every ee10 from ee1 to ee50000
Very interesting! So it looks like we should be buying
After we reach ee52000, we are recommended to use a new supremacy equation. This equation only supremacies at e52, e511, and e571
Computed every ee10 from ee1 to ee50000
Once again, it looks like we should be buying
Finally, somewhere between ee58000 and ee60000 (we aren’t entirely sure where within this range) we switch to our final supremacy equation. This supremacy equation only supremacies at e52
Computed every ee10 from ee1 to ee50000
There we go! Now we should buy
Additional Graphs #
Where I put all of the interesting plots that didn’t fit well in any section.
Full Graph
The plots of variable power from ee1 to ee75000.
Computed every ee5 from ee1 to ee75000.
And the plot with percentage of total power for each variable:
Computed every ee5 from ee1 to ee75000.
Log Percentage Total Power Plots #
More than just the regular percentage total power plots, I also tried logging the percentage so we can see more than just 0% power for almost all of the variables, creating fascinating results. Ignore the initial xi/
Computed every ee1 from ee1 to ee120.
Computed every ee1 from ee1 to ee1000.
Computed every ee1 from ee1 to ee3000.
Computed every ee1 from ee1 to ee20000.
Computed every ee10 from ee1 to ee75000.
So many stories told in one plot!