This is something I used a whole lot, many years ago while making WarCraft maps.<p>The code is unminified and the basis is relatively simple.<p>I find the general idea of these curves interesting while finding the curves that are perfectly balanced uninteresting.<p>Put more simply, if I'm playing a game and there's a cost/reward curve such that 2 gold results in +2 attack and 4 gold results in +4 attack and so on, that often creates situations where min-maxing is trivial via focusing towards few simple attributes.<p>Whereas a payoff at an arbitrary point seems to add, although potentially artificial, point of "expertise" for lack of a better term.<p>Even the trivial example isn't that trivial though, in most multi- or even single-player games there's the timing aspect and payoff ratios.<p>Fun tool.