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 Post subject: Re: Formulas
PostPosted: Sun May 11, 2008 20:32 
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Location: Orie-Gun
Gold Production

the Striker wrote:
(peasants*2.6+workers * 3.5+ nr of gms *60 + slaves * 3.2)*(imp mods + heroes income mods + relic mods+ bonus from merchant guilds)

if u have 1% corruption, it'll take away 1% of all your modified resource income, including gold.


Plem wrote:
I beat ya too it foo. Food production not affected by corruption


:)

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 Post subject: Re: Formulas
PostPosted: Mon Jul 28, 2008 15:11 
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Location: AFK somewhere I'm sure. :P
7/27/2008 4:56:41 AM Scorpio whats the usual rate of peasants leaving after experiencing land loss?
7/27/2008 4:56:55 AM Acerac 40% of the amount you're above max per hour

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 Post subject: Re: Formulas
PostPosted: Sun Aug 10, 2008 04:29 
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Posts: 1355
LUF wrote:
borealelf wrote:
Rimp=Mimp*(1-e^(-points/(land*1250+15000)))
EffectiveImps = Rimps*(1+alchs%*2.5+labs%*3.5)




I'm very impressed, how did someone like him figure this out.

An easier estimate would be
Let L = your land, M = max improvement value, P = points invested

Improvement value = M(1-.9992^(P/L)


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 Post subject: Re: Formulas
PostPosted: Fri Dec 12, 2008 01:03 
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Location: Dorkland
Whats the usual rate of peasants leaving after experiencing land loss?

40% of the amount you're above max per hour.

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 Post subject: Re: Formulas
PostPosted: Wed Dec 17, 2008 12:54 
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Joined: Mon Mar 15, 2004 20:38
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Location: AFK somewhere I'm sure. :P
demolish and build costs
Kalle wrote:
raze= land-500 (minimum 1000)

build=0.5land+500 or is it 0.5(Land+1000) ?

two simple linear functions.

voila!
raze+build is LANDx1.5

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 Post subject: Re: Formulas
PostPosted: Sat Dec 27, 2008 18:53 
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Joined: Fri Mar 12, 2004 01:04
Posts: 2140
Location: Sweden
Exp gain if exp over 800
xp_gain = 75 + 25000 * ln(500 / xp) / land
max 50.


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 Post subject: Re: Formulas
PostPosted: Mon Dec 29, 2008 07:41 
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zip wrote:
Exp gain if exp over 800
xp_gain = 75 + 25000 * ln(500 / xp) / land
max 50.

Max 50? is this with no Academies im guessing?

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 Post subject: Re: Formulas
PostPosted: Fri Jan 02, 2009 08:30 
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Location: Dorkland
Casualties on failed hits on the defendant side when in war :

Kylian: 2.5% of what you sent on a failed attack.


edit*
Kalle adds;
You kill 2.5% of the raw op you sent, regardless of your modds or your opponents modds, e.g. you send 80k raw op the defender losses 2k raw dp (any casualty reduction then applies to his 2k raw op, e.g. a DE with only Ghost Sentinels would lose 1.4k raw dp).
The casualties for the attacker that failed are still the base casualties, no increased casualties for failing.

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 Post subject: Re: Formulas
PostPosted: Mon Mar 02, 2009 23:11 
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Joined: Fri Nov 07, 2008 16:17
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knicoal wrote:
CORRUPTION FORMULA


borealelf wrote:
land / 100 is the rough estimate.

courthouse % * 2 + K policing + R policing is used to negate corruption.

it also rounds up over around 0.1

0.4% corruption will show and act as 1% corruption

also you could dump 20 mil points into policing but it won't take effect until the hr change.


So does it mean that when i have 730 land, i will have 7% unmodified corruption (as not yet 8% because it's not 740 land...)

And if i had 1% K policing , 1% R policing and 22 court houses (3,14%), then i would have:

7 - (1+1+3.14) =
7 - 5.14 =
7 - 6 =
1 =
1% corruption

Or rather:

7.3 - (1+1+3.14) =
7.3 - 5.14 =
2.16 =
2% corruption

As i understand, rounding up goes before substracting outcome figures (1% corruption total in the example above), so it's adviced to have corruption modifier always hoovering around full figure and little fraction, like in the example above (5.14 total mods against corruption).

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 Post subject: Re: Formulas
PostPosted: Tue Mar 03, 2009 03:23 
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Joined: Sat Jan 17, 2009 01:41
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deriadeath wrote:
And if i had 1% K policing , 1% R policing and 22 court houses (3,14%), then i would have:

With 730 land of which 22 court houses, your total anti-corruption would be 1% + 1% + 2*(22/730) ~ 8.03% Remember, court houses give 2% anti-corruption for every 1% buildings, so both your examples are wrong. :D

It is a (pretty) safe bet that any rounding is done only at the very last step of the process rather than several times during the calculations, since it would be remarkably silly to do intermediary rounding while working on value with double digit precision, but you test it out and tell me. :)


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 Post subject: Re: Formulas
PostPosted: Tue Mar 03, 2009 21:05 
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Joined: Fri Nov 07, 2008 16:17
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So i have now 627 land which is due to grant 6% corruption

then i have 16 court houses (2.55%)x2 = 5.10
Also KD imps = .78%

this is 5.88% anti-corruption that should be long time ago rounded up
And i am still riding on 1% for quite a long time after i realised this formula here on the forums is not as beautifull as it seams.

Ofcourse out of 9 quests i did, i had only runes like 4, MABY 5 times. And i dont even have money to bring that shit to 0%. What a crap.

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 Post subject: Re: Formulas
PostPosted: Tue Mar 03, 2009 21:56 
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I know i am dumb, but could you precisise please? It really sounds like an Amphibology to me.

Look:

1)

(627/100)-(2x(16/627)+.79)

Let's say R will be rounding up after .1%
Let's say r will be showing .4% corruption as 1%

Can you please put that rounding up in it's place?

2)

a) land / 100 is the rough estimate.
b) courthouse % * 2 + K policing + R policing is used to negate corruption.
c) it also rounds up over around 0.1
d) 0.4% corruption will show and act as 1% corruption

What rounds up over around 0.1? Anti-corruption or corruption?
If 0.4% corruption show and acts as 1%, then rounding up seems to aply to anti-corruption.
And also does it mean, that when you have 3.65% anitcorruption or 3.12%, you will have 4% in both cases?

3)
And for the end i will write how do i understand what you've just quoted.


((627/100))r - ((2x(16/627)+.79))R

here r applies to raw corruption
and R to raw anticorruption

It can also be that first rounding will be R and then r:


((627/100) - ((2x(16/627)+.79))R)r

Remember Simba, some people did not play LOE long as you did :)

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 Post subject: Re: Formulas
PostPosted: Tue Mar 03, 2009 22:41 
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Joined: Fri Nov 07, 2008 16:17
Posts: 72
Damn you are right :)

But why .47?

6.27 - (5.10+.78) = 0.39 and it does not round up (in theory)

Voila! it's 0% indeed.

And where will you stick that rounding up after 0.1

In the given example, the only place where you could sensibly insert it is after the (5.10+.78) making total of 6% of anticorruption out of it,. And then the difference would be even smaller: 0.27 corruption that certainly doesnt round up!

I am getting closer to being convienced that i do not quite understand that rounding up after 0.1

Hmm. Can you clarify on the subject of misticall 'the rest of the calcs'?

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 Post subject: Re: Formulas
PostPosted: Wed Mar 04, 2009 18:08 
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Joined: Tue Apr 22, 2008 05:24
Posts: 790
It means do the calculations with the complete, unrounded decimal. Once you have the sum of corruption - anticorruption then THAT figure is rounded up to the next highest full percentage.

627/100 = 6.27% raw corruption

if you built 19 courthouses it would provide 6.06% anti-corruption
so your resultant corruption would be 6.27 - 6.06 => .21% => 1% corruption.
this corruption could be negated by investing enough in policing to give .21%.

General rule: ROUND AT THE END OF YOUR [complete] CALCULATIONS.

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 Post subject: Re: Formulas
PostPosted: Tue May 12, 2009 23:16 
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Joined: Tue Jan 04, 2005 12:28
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Location: The Netherlands
Quote:
Kalle wrote:
Quote:
someone's multi wrote:
When people do a "push", there is no way of calculating their incoming units.

[ignore]]Anyways, it turns out that with a decently medium value of n, (more than 5 and about 8-15), the distribution is approximately normal and we can use s/sqrt(n). Thanks for the response. I do have the feeling that feel that using x +- s/sqrt(n) will not yield better results than the regular way of calculating.[/ignore]




Well, if the person doing a push of only one type of unit it is accurate to 100% if you simply do FS and Spy on Economy.


This only works for 1 type of unit push:
*Spy on eco to see total population
*FS to see total of peasants, workers, troops, slaves(?)

Total Population - Total (workers, troops(+mages and spies), peasants, slaves) = 100% accurate amount of units pushed

Thnx Kalle


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