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 Post subject: Re: Formulas
PostPosted: Tue Feb 02, 2010 21:39 
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Joined: Thu Nov 26, 2009 08:26
Posts: 36
Location: Sydney, Australia
Requesting a construction cost formula; Gold and Lumber. Also a Rezoning cost formula; Workers, and I know Exploration is a total myth so if you decide to be really nice Kalle and give out useful information for cracking the code, that would be super helpful.

It's all for a little project of mine ;)

Also, if any of this has already been posted, I apologise because I only skimmed over the thread.


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 Post subject: Re: Formulas
PostPosted: Tue Feb 02, 2010 22:02 
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Joined: Tue Jan 04, 2005 12:28
Posts: 2570
Location: The Netherlands
Construction cost gold: (500 + land*0.5)
Construction cost lumber:

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


I thought I read the lumber costs somewhere, but I cant find it.
A list of the orkers cost/acre for rezone should be out there somewhere.

Exploring formula is still a bit secret :P


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 Post subject: Re: Formulas
PostPosted: Wed Feb 03, 2010 00:52 
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Joined: Mon Jun 26, 2006 22:36
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Location: CBUS
lumber is .2*land +200 to a 300 minimum


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 Post subject: Re: Formulas
PostPosted: Mon Feb 08, 2010 00:20 
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Joined: Fri Mar 12, 2004 01:04
Posts: 2140
Location: Sweden
The exp gain formula if your ruler hero has over 1,000 experience points is:
75 + 25000 * ln(600 / xp) / land
I got a question on MSN about the exp gain formula and it may not be fair till tell him the right formula without making it public. The formula has been like that for some rounds.


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 Post subject: Re: Formulas
PostPosted: Tue Mar 09, 2010 07:44 
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I made a sui op formula but it isn't perfect. Still i thought i should post it so.... here it is :P .

Btw, the dp unit used as offensive during suicide is called transition unit(by me :roll:).


Now the formula:-

R = [K - (D*M)]/[To +( Td*M)]
Sui op or max sendable= [K - (To*R)]*x


Where,
K = raw op from all offensive units, transition unit and heroes.
D = raw dp from all defensive units "only". NOT including transition unit.
To= op of transition unit.
Td= dp of transition unit.
M =1.5*y/x
y = (100+dp mods)/100
x = (100+op mods)/100

R= amount of dp unit that must be kept home because of 1.5 times restriction.


This formula may have an error of upto 2% at higher land(3k+) but we can get an exact value by increasing or decreasing R a bit. Usually the error will give a -% error. e.g 200k op may come out as 198k and so on.

I hope every part is explained clearly :D .

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 Post subject: Re: Formulas
PostPosted: Fri Mar 12, 2010 07:39 
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At least i knew this far that exploration cost increase lies b/w 12.5 to 16.2 gold for 300 to 3700 land. Hopefully a formula for exploration cost coming up :D.


Some other info is:- Cost increase Numbers are always rounded down. There is a certain increase of a small fraction in cost increase of exploration(i mainly want to know that fraction, not the formula). Workers needed increase on certain points in land(which i am too lazy to find :P ). Annnnd...... earth is square!! :lol:

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 Post subject: Re: Formulas
PostPosted: Fri Mar 12, 2010 08:08 
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Joined: Thu Jun 14, 2007 19:39
Posts: 554
worker increase is a formula, so is exploration cost

i have taken >100 data points to try to find the curves...still havent gotten it that accurate. can get the R^2 value to .99 though ;)


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 Post subject: Re: Formulas
PostPosted: Sat Mar 13, 2010 01:41 
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Joined: Thu Jan 31, 2008 06:44
Posts: 550
Location: Indiana
land g/acre w/acre
803 8654 8
804 8668 8
805 8682 8
806 8696 8
807 8710 8
808 8723 8
809 8737 8
810 8751 8
811 8765 8
812 8779 8
813 8792 8
814 8806 8
815 8820 8
816 8834 8
817 8848 8
818 8861 8
819 8875 8
820 8889 8
821 8903 8
822 8917 8
823 8931 8
824 8944 8
825 8958 8
826 8972 8
827 8986 8
828 9000 8
829 9014 8
830 9027 8
831 9041 8
832 9055 8
833 9069 8
834 9083 8
835 9097 8
836 9111 8
837 9124 8
838 9138 8
839 9153 8
840 9167 8
841 9181 8
842 9195 8
843 9209 8
844 9222 8
845 9236 8
846 9250 8
847 9264 8
848 9278 8
849 9292 8
850 9306 8
851 9319 8
852 9333 8
853 9347 8
854 9361 8
855 9375 8
856 9389 8
892 9891 9
928 10396 9
967 10944 10
999 11523 11
1180 13979 13
1447 17865 18
1454 17969 18
1455 17983 18
1456 17998 19
1457 18013 19
1458 18027 19
1459 18042 19
1460 18056 19
1461 18071 19

here is some more random data. have fun


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 Post subject: Re: Formulas
PostPosted: Thu Mar 18, 2010 05:35 
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Exploration cost formula proved harder than i thought :? . The fraction increase of cost also increases with land. To make things worse, the formula for that fraction contains at least one square/square root of something which means the increase can't be found till the formula is found :roll: . To make things even more worse, a specific amount is reduced from the main cost after different intervals. The last two points may be happening due to my mistakes but whatever :lol: .

Anyways, the fractional increase i calced was constant not variable. It gave me somewhat correct value for the cost at 301-3701 land w/ an error in cost ranging from 0-88 i.e. 50,088 may come out as be 50,000. I may be able to make a formula which can be used as an estimate only but that wont be as efficient or correct as a real one.

Thanks for the extra data own3d.

KOTW10 wrote:
worker increase is a formula, so is exploration cost

i have taken >100 data points to try to find the curves...still havent gotten it that accurate. can get the R^2 value to .99 though ;)


I took >150 data points :P ....... lol just kidding, thats too huge for me. However i took 5 points each at different points, that gave somewhat good result but not as good. And I also got R^2 to .98999999 atleast :D.

Will try to have the estimate formula up soon.

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 Post subject: Re: Formulas
PostPosted: Thu Apr 22, 2010 00:06 
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Joined: Sat Nov 12, 2005 00:38
Posts: 4883
COST OF MAGE SPELLS

-- Common

Fertility 0.5
Magic Shield 1
Energy Charge 5
Slow 3.5
HourChange 40
Volcano 1
Erosion 1
Ice Age 1
Global Warming 1
Disspell 0
Lesser FarSight 0.75
FarSight 1.87
Revelation 2.5
Blizzard 2.5
Anarchy 2.5
Flame Burst 2
Land Warp 10
Abrasion 12
Cripple 8
Ensnare 2.5
Stealth 0.5

-- Racial

Holy Armor 1
Ore To Power 2
Preservation 0.5
Pure Goodness 6
Night Strike 5
Savage Freedom 1
Battlefield Plunder 10
Mortal Fear 5
Bloodlust 3
Slaver's Whip 1
Teamwork 1
FlameWave 7


To get the cost of any spell, just multiply the corresponding number to land size. (And keep in mind that for hourly spells, the cost refers to one hour's worth of the spell and not the default 12hrs in your drop box.)

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 Post subject: Re: Formulas
PostPosted: Thu Apr 22, 2010 16:18 
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Posts: 1564
7.5% base casualties for attacker and 4% for defender is the rule now! Used to be 5% for defender.


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 Post subject: Re: Formulas
PostPosted: Fri Jul 23, 2010 11:21 
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Dread Ace wrote:
Amount of resource after n hours = ((S)*(x^n)) + (P*y*(1 - (x^n)))


Thought i should explain x and y so that it can be used for elfs or sylvan or whichever race with altered decay.

x = (100 - decay%)/100

y = 100 / decay%

Normal decay% of food/lumber is 2% and that of md is 5%. 80% less decay will mean decay% of food/lumber reduce to 0.4% and that of md reduced to 1%.

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 Post subject: Re: Formulas
PostPosted: Fri Jul 23, 2010 11:57 
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Just in case anyone is wondering why i didn't post my useless land exploration cost formula than i would like to tell that i did not post it because 1) it was too big for manual calcs and thus only useful for excel 2) it was highly inaccurate unless error corrected manually.

Still if anyone wants it then it is:

Cost for exploring E land = (E/6)*{((E^2)*Y)+(E*(3X-3Y))+(6C - 3X + 2Y)}

where,
1 acre cost =C = (1.5Y – 1.5Z)*( L^2- 601L+ 90300 )+ 12.5L - 1742.5
Increase in cost after 1 acre exploration = X = 12.5+((L-301)*Y)
Some useless made up constant = Y = 0.0014386
Manual error correction = Z >= 0.000200


Obviously it does not work and isn't the actual formula. Last time i checked it at 1.5k land w/o right error correction and it was 80k off. But the right value can found if manual error correction is done right. Z depends upon land. Like e.g. Z > 0.00044 for >1000 land and around 0.0008 for 1500 or more.



Anyways. Can anyone explain the xp formula to me?

zip wrote:
The exp gain formula if your ruler hero has over 1,000 experience points is:
75 + 25000 * ln(600 / xp) / land


I don't see any way this shows hitting 100% is better. Or maybe i am putting something wrong? Because it show that larger hit = more xp....

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 Post subject: Re: Formulas
PostPosted: Mon Oct 25, 2010 07:07 
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Posts: 790
CASUALTIES:

let DP = target's modded DP.

let HOP = your modded Hero OP.

let CR = Casualty Rate.

let UOP = the modded unit 'size' of the troop you are sending

let CAS = your troop casualties.

CAS = [ ( DP - HOP ) / ( UOP ) ] * (CR)

Works when sending one type of offensive unit. The interesting thing to note though is that final casualties is dependent on the target's DP, not how much OP you sent.

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 Post subject: Re: Formulas
PostPosted: Tue Feb 08, 2011 17:39 
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Joined: Wed Dec 10, 2008 17:13
Posts: 1564
Ruler hero experience adds to net worth too (Thanks to ping pong for teaching me that last round!).

I have now cleaned the thread up a little too, deleting a bunch of posts that dont provide any new information/that provide outdated information.


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