Some maths with my current world generation

I just got wrote down a couple of datapoints (minutes progressed/year) of my current world generation (large world with a few changes, planned to go till 300) in excel and let it approximate a logarithmic function with them ...

the result is (with 35 datapoints picked, between 224 and 278)

year = 33 ln(minute) + 114,02

(which gives us

minute = exp((year-114,02)/33) )

with other words, my computation according to this equation will be complete ~280 minutes after I started it, with one year, at this time, getting calculated in 8 minutes

If we assume that world generation would follow the same approximation one might conclude that I would need 21 hours to calculate 350 years and 4 days to get world generation to calculate 400 years and we would need 3.5 million years to compute a world which is 1050 years old

(one might however add that

[list=od

- the inclusion of further data points seems to suggest that the approximation formula tends to get shifted, with the factor gaining weight and the offset losing some, resulting in the approximation of needed minutes getting corrected downwards
- with more years getting calculated some of the limits entered into the parameter file might kick in, very probably resulting in [minutes needed] / [year calculated] getting maxed out at some point, making the formula more and more unreliable as world generation progresses
- every world generation is individual ... the night before for example I had a 350 year old world getting generated in 6 hours ... unfortunately I wasn´t around when it finished and windows, due to DFs inactivity assumed, that the program had crashed, giving me no chance to save the generated world I also had worlds with an age of 300 years getting generated within 2 hours, so my current world generation can definitely be seen as some kind or worst case scenario
- Other computers with more GHz per core (mine has 3.4) might get slightly better results, even if calculating exactly the same world