|
|
|
| Author |
Message |
|
Kalle
|
Posted: Thu Sep 09, 2010 20:05 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
This is the current cost for buildings, destruction and the combination of build+destroy, called r/r. 
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Kalle
|
Posted: Thu Sep 09, 2010 20:06 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
This is with construction cost being a 2nd order polynom. 
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Kalle
|
Posted: Thu Sep 09, 2010 20:08 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
This is the ratio of what it costs to r/r depending on your acres. Early it is very expensive to rezone compared to your acres. Expensive as a relative term, since hopefully your income increases with land. 
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Kalle
|
Posted: Thu Sep 09, 2010 20:14 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
|
Note: anything you read new, should really be "new", it all depends.
As one can see, it is very expensive to destroy buildings when you are small. I think this should change. If you make a mistake early in protection or almost also when you are OOP, it is almost more worthy to just restart than to actually destroy your buildings and build what you really "should" have built.
At the moment, when you reach 1.5k acres,your r/r cost does not increase at all. People that are smaller than 1.5k actually pay "more" than top kingdoms.
The parameters a, b and c is what we can change, I just set them to something I liked.
For destruction, I think 1000 gold is a lot when you start the game, and I do not see why a 300 acres kingdom should pay as much as a 1500 kingdom.
Changing destruction would have most implications on how to balance it compared to terranoid.
Comments? Destruction cost? Build cost? Linear or slightly increase with land size?
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Ping Pong
|
Posted: Thu Sep 09, 2010 20:48 |
|
Joined: Sat Sep 04, 2010 13:47 Posts: 160
|
|
A couple of comments :
1) I agree to smaller razing costs at small sizes. It feels weird that razing is so much more expensive than building at these landsizes.
2) Not entirely sure if higher r/r-ing costs at bigger sizes is a good thing. Opponents who are r/r-ing to taverns are pests, but at the same time it brings an extra element to the game. It's always a tactical decision about when to r/r. Too soon might give you a heads-up but hurts your economy too much, too late and you might miss the train to the top. Personally I like these kinds of tactical decisions.
If the effectiveness of r/r-ing is decreased, I find that tactical decision about when to r/r is also diminished.
3) You say that currently r/r-ing at 1.5k acres doesn't increase. I assume you're talking about the r/r cost in terms of cost/acres. For that I'd say that cost/acres ain't the right thing to look at. This because if someone with the same military, but at a bigger size r/r's 1 tavern, he will get less military power in return. So the cost/acres is not good for comparing since it doesn't provide the same military power.
4) The disadvantage of increasing r/r costs at bigger sizes, is that it boosts slower races over bigger races. A fast race/player that puts a lot of emphasize on gaining land fast (at the cost of space-efficiency or economy), won't have more military per acre than the other people, so 1 tavern provides less military than that of smaller people (who play slower). Increasing the cost of r/r-ing for him (compared to the slower races/players) would make that he can profit less from playing a fast race.
|
|
| Top |
|
 |
|
Kalle
|
Posted: Thu Sep 09, 2010 23:54 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
A couple of comments : Quote: 1) I agree to smaller razing costs at small sizes. It feels weird that razing is so much more expensive than building at these landsizes. You and me agree then. So we just need to work out the exact formulas. Quote: 2) Not entirely sure if higher r/r-ing costs at bigger sizes is a good thing. Opponents who are r/r-ing to taverns are pests, but at the same time it brings an extra element to the game. It's always a tactical decision about when to r/r. Too soon might give you a heads-up but hurts your economy too much, too late and you might miss the train to the top. Personally I like these kinds of tactical decisions. r/r only gets higher than now at 2.5k acres. and at 3k land it is only 4% more expensive. At 4k land it is 11% more expensive. After 3k land we are into late-round anyway. Building is still cheaper all the way up to 2800 acres. Quote: If the effectiveness of r/r-ing is decreased, I find that tactical decision about when to r/r is also diminished.
The effecitiveness of r/r is stronger early on in the game. But indeed, as my "new" formulas, it is slightly more expensive past 2.5k. Quote: 3) You say that currently r/r-ing at 1.5k acres doesn't increase. I assume you're talking about the r/r cost in terms of cost/acres. For that I'd say that cost/acres ain't the right thing to look at. This because if someone with the same military, but at a bigger size r/r's 1 tavern, he will get less military power in return. So the cost/acres is not good for comparing since it doesn't provide the same military power. You assume right. The kingdom with bigger size should have higher income, so it evens out I think. I have no problem with a bigger kingdom getting less military power in return for spending the same resources on r/r. Quote: 4) The disadvantage of increasing r/r costs at bigger sizes, is that it boosts slower races over bigger races. A fast race/player that puts a lot of emphasize on gaining land fast (at the cost of space-efficiency or economy), won't have more military per acre than the other people, so 1 tavern provides less military than that of smaller people (who play slower). Increasing the cost of r/r-ing for him (compared to the slower races/players) would make that he can profit less from playing a fast race. It is not all about r/r cost, I was also thinking about changing the construction cost, i.e. graph number one, which should help faster kingdoms.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Kalle
|
Posted: Fri Sep 10, 2010 01:17 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
|
I would just like to clarify a few points.
I don't want to eliminate r/r as a tactical possibility. Quite the opposite, I want it to be more of an option all round.
I think destruction early is too expensive.
Late round you have so huge raw military that any 5-10% increase in r/r isn't going to change much.
Perhaps this isn't an issue anyone really cares about.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Ping Pong
|
Posted: Sun Oct 17, 2010 20:05 |
|
Joined: Sat Sep 04, 2010 13:47 Posts: 160
|
|
Maybe a general suggestion about this :
1) just like one can get free acres every day, how would it be if it's possible to destroy up to X buildings for free everyday (like 20 or something) ? A small kingdom would be able to r/r his/her mistakes a lot easier. Big kingdoms ofcourse also profit from this, but 20 buildings ain't enough for a big tav-push. In return, one can make destroying buildings more expensive (not counting those 20 free destructions)
I guess it would be difficult to code though
|
|
| Top |
|
 |
|
Kalle
|
Posted: Wed Oct 20, 2010 15:14 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
Ping Pong wrote: Maybe a general suggestion about this :
1) just like one can get free acres every day, how would it be if it's possible to destroy up to X buildings for free everyday (like 20 or something) ? A small kingdom would be able to r/r his/her mistakes a lot easier. Big kingdoms ofcourse also profit from this, but 20 buildings ain't enough for a big tav-push. In return, one can make destroying buildings more expensive (not counting those 20 free destructions)
I guess it would be difficult to code though It seems like complicating stuff more than necessary.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
Kalle
|
Posted: Sat Oct 23, 2010 14:36 |
|
 |
| Site Admin |
 |
Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
|
|
raze= MAX(1000, land-500)
My proposal for raze= MAX(500, land-400)
build=500+ 0.5xland
my proposal for build= ax^2+bx+c, where a=1/10000, b=0.3, c=300
lumber stays the same.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
|
|
| Top |
|
 |
|
-dB
|
Posted: Mon Oct 25, 2010 09:03 |
|
Joined: Sat Mar 06, 2010 11:40 Posts: 413 Location: Down Under
|
|
This may not be entirely relevant however what do you think of being able to destroy buildings while they are still 'incoming'?
I just thought that realistically, if a building is going to take 12 years to be completed, and after 1 year you realise it's the wrong one, then you can destroy it right then and start rebuilding the correct one (taking another 12 years).
Regarding the costs of destroying the buildings I wasn't too sure - cost could be a % of how many hours it has been "built" for. E.g. if 6 hours, then 1/2 of the usual destruction cost. OR - the opposite, in % of how many hours incoming, so the less time till arrival, the cheaper it is.
Another idea I thought of was that if you wished to r/r the buildings (that are incoming) to another building on the same landtype that this can be done (for a cost of some sort) and the hours left till incoming remain the same.
_________________ 150.100.80.
|
|
| Top |
|
 |
|
B
|
Posted: Mon Oct 25, 2010 10:21 |
|
Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
|
I like the idea of destroying while it is incoming 
|
|
| Top |
|
 |
|
Raz
|
Posted: Tue Oct 26, 2010 08:45 |
|
Joined: Sun Aug 29, 2010 13:25 Posts: 41 Location: Denmark
|
|
would be very nice if we got useful hospitals and temples and then added a reduce to raze and build cost in some maner.
|
|
| Top |
|
 |
|
quaffle
|
Posted: Tue Feb 15, 2011 21:21 |
|
 |
| Development Team Spokesperson |
 |
Joined: Sun Apr 24, 2005 20:20 Posts: 6870 Location: Chi-Town
|
Kalle wrote: my proposal for build= ax^2+bx+c, where a=1/10000, b=0.3, c=300 x = land
_________________ 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
|
|
| Top |
|
 |
|
Tutu
|
Posted: Sat Jan 14, 2012 11:40 |
|
Joined: Tue Jan 03, 2012 14:27 Posts: 15
|
B wrote: I like the idea of destroying while it is incoming  +1
|
|
| Top |
|
 |
Who is online |
Users browsing this forum: No registered users and 1 guest |
|
You cannot post new topics in this forum You cannot reply to topics in this forum You cannot edit your posts in this forum You cannot delete your posts in this forum
|
|
|
|
|
|