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ladeda
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Posted: Thu Jun 07, 2012 21:13 |
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Joined: Tue Jun 05, 2012 02:55 Posts: 29
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Oh, nevermind. That was my mistake. I had thought there was maybe a bug or something was off, but I was just calculating improperly.
The formula is actually: ROUNDDOWN(ROUNDDOWN(Peasants * 1.5) * (1 + GQ/Land * 10))
Sorry for the confusion.
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quaffle
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Posted: Thu Jun 07, 2012 21:22 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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However, during protection, the sweet spot to begin training workers HOURLY when you are 80% maxed. Then 12 hours worth once you are fully maxed, or above the 98.5% marker.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Fergy
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Posted: Thu Jun 07, 2012 21:42 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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quaffle wrote: However, during protection, the sweet spot to begin training workers HOURLY when you are 80% maxed. Then 12 hours worth once you are fully maxed, or above the 98.5% marker. 80% max was the old idea of where the sweet spot was. The real sweet spot is closer to 70%. . . (but I know that quaffle knows this. He told me the exact same thing when he made a sim for shinobi?) (The exact location of the "Sweet spot" is insignificant. The difference between ideal and 80% is probably less than 5 OP.)
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quaffle
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Posted: Thu Jun 07, 2012 21:54 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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80% is the sweet spot! Unless you have some number of Guild Quarters or Tuning Halls, then the sweet spot is in fact below 80%. I always start at 80%.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Fergy
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Posted: Thu Jun 07, 2012 22:06 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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Maybe this was due to my playing of a race with higher worker costs (gryphon)? When I did the sim, I swear I got like 500 more gold by training at 70% ( I We have too much time on my our hands) edit: I think you are (more) correct... The 70% is probably due to the gold% bonus that merchant guilds give. So if gryphon (or another race with very high banking %), closer to 70% is probably optimal. If not, just stick with 80% like quaffle said.
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quaffle
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Posted: Thu Jun 07, 2012 22:19 |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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The only time the 80% differs is based on the amount of workers you can train per hour, not the cost of the worker. If your goal is to train X workers, you will get the best results by starting at 80%.
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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Fergy
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Posted: Thu Jun 07, 2012 22:21 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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I ninja'd you. Please read my edit.
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Dante
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Posted: Thu Jun 07, 2012 22:22 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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or just whenever you realize pop almost maxed. i typically just hit 'hourchange' 5-10 times in a row (after building all land) and then hit the manager tab, if i then think pop will max before the next time i take a break in my hc-pressing i train a few workers. or maybe i just wait till i am (almost) maxed and train a full batch. i rarely do great at opp tho. except that one time as dorf, but then quaff and 080 specced up to all-in me.
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ladeda
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Posted: Mon Jun 11, 2012 00:21 |
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Joined: Tue Jun 05, 2012 02:55 Posts: 29
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So, I was able to work on my sim a bit more today and it is nearing completion. Basically all that is left is to create the resource changing from military training and sacrificing.
Still toying around in my head with how I will make it usable for multiple races, but I will definitely have to make a few unique sheets for certain races. That being said, are there any races that you would specifically like to see done earlier than others?
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Fergy
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Posted: Mon Jun 11, 2012 00:48 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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Race Order: Human: Has never been removed Vampire: Rarely removed Shinobi: (Low priority, but not much is changed from top 2 so implement before the harder ones). Flame Weaver: Simple race, and next round is very long. Troll: Race is very similar, but with a -25% penalty. No need to implement race spell for now (IMO, player should never use Mutation) Dwarf: They are very fun to play Barbarian: Next round is long Elemental: Fun race, but slightly harder.
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quaffle
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Posted: Mon Jun 11, 2012 01:06 |
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| Development Team Spokesperson |
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Joined: Sun Apr 24, 2005 20:20 Posts: 6868 Location: Chi-Town
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Yeah, I wouldn't expect to say fair well to Human, Shinobi, or Elemental any time soon. =)
_________________ The Age of Despair :: Round 2 :: 1 El Norte The Age of Wisdom :: Round 4 :: 1 SmoochyWoochyPoochy The Age of Wisdom :: Round 6 :: 1 Goblin Rings The Age of Achievements :: Round 1 :: 1 Hufflepuff's Cup
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ladeda
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Posted: Mon Jun 11, 2012 01:24 |
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Joined: Tue Jun 05, 2012 02:55 Posts: 29
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Well the one I'm doing now is based on Human. For Shinobi I need to implement GQ reduction for all spy/mage units and for Elemental I need to implement variable training times.
I think it's possible that I could get most races onto the same workbook if I can take care of training time. I have an idea to take care of building and land differences, but it will take a lot of time to implement.
As such I might just get the Human sim finished and allow users to adjust their starting land types and unit prices to give rough simming of other races, and work on a more polished version during the next round.
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Acerac
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Posted: Mon Jun 11, 2012 03:23 |
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Joined: Mon Mar 15, 2004 19:43 Posts: 4651
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I'm glad to hear that you're putting in such effort and I wish you the best of luck in your endeavor. :)
_________________ Zehahaha
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ladeda
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Posted: Mon Jun 11, 2012 03:25 |
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Joined: Tue Jun 05, 2012 02:55 Posts: 29
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Well, I needed some sort of excel fun to take the place of simming for the next round of dom 
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