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Wonderland
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Posted: Sun Apr 10, 2011 15:50 |
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Joined: Tue May 29, 2007 20:11 Posts: 1410 Location: Don't be a Stalker....
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Knicoal could you edit the 1st page of this to be update with the new information in it? Only discovered the formula for decay of secondary resources through a search even after looking in here.
_________________ Shane says: were you fappin'? fap fap fap Nick says: shane... did you just ask me that? Shane says: yes. I did. Nick says: do you really want to know? Shane says: NO *whispers* yes
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Silencio
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Posted: Fri Jul 29, 2011 03:13 |
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Joined: Fri Oct 12, 2007 02:50 Posts: 547 Location: belton, Missouri
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knicoal wrote: Secondary Resource Corruption:
you can store max 36*7,500 OR 60*ore_production, whichever is higher. This is wrong, it should say: Secondary Resource Corruption: you can store max 36*7,500 OR 58 * raw ore production, whichever is higher.
_________________ You cannot define this. There is nothing else like it. It's how you react, no it's not what you say. You're running from nothing you're running away. -Steromud
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Alexandrelg
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Posted: Wed Aug 24, 2011 20:32 |
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Joined: Fri Jul 16, 2010 00:51 Posts: 65
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Can someone explain me how Secondary Resource Corruption works? it seems it is not working for me.
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B
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Posted: Wed Aug 24, 2011 20:38 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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Not every race suffers from secondary resource corruption. A race like Dwarf does: they get corruption on their Iron Ore income. Human does not on his Iron Ore or Lumber (as far as I know)
The BIG question is: which races suffer from secondary resources corruption and on which resources?
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Alexandrelg
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Posted: Thu Sep 15, 2011 01:27 |
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Joined: Fri Jul 16, 2010 00:51 Posts: 65
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How is the corruption works for animator?
how is the formula?
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Alexandrelg
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Posted: Sat Sep 17, 2011 06:35 |
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Joined: Fri Jul 16, 2010 00:51 Posts: 65
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I think we should update some formulas here and post more if there's new formulas. construction cost formula seems wrong now. It was 0,5*land+500 now, its 200 instead of 500 i think.
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Kalle
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Posted: Sun Sep 18, 2011 17:49 |
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Joined: Wed Mar 17, 2004 18:50 Posts: 3054 Location: Umeå, Sweden
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Alexandrelg wrote: I think we should update some formulas here and post more if there's new formulas. construction cost formula seems wrong now. It was 0,5*land+500 now, its 200 instead of 500 i think. viewtopic.php?f=4&t=15131Alexandrelg, I can make you moderator if you can take responsibility for this thread.
_________________ In his last Budget as chancellor in 2007, Gordon Brown said: “We will never return to the old boom and bust.”
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Fergy
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Posted: Thu Sep 22, 2011 19:48 |
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Joined: Wed Apr 13, 2005 21:25 Posts: 1850 Location: Michigan
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I can't find the max incoming land formula. Could someone add it to this thread?
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Dante
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Posted: Thu Sep 22, 2011 19:57 |
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Joined: Wed Dec 10, 2008 17:13 Posts: 1564
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Max incoming land = Current land *1.5
Meaning if you already have 1.5*current land you cannot make an attack.
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Acetal
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Posted: Thu Nov 03, 2011 02:22 |
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Joined: Sat Aug 27, 2011 01:51 Posts: 30
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I tried to look around for land explore cost formula some time ago but couldn't find one. So i thought i should post mine. Its not the exact one, just an estimate.
I started with the closest and simplest function i could find using the data i had. I came up with land^(4/3) as a start. The error in it was of parabolic nature which increased upto around 1250 land and then decreased reaching even greater amounts of negative error at higher land (at 3100+). So i added the closest parabola i could make which was {(land^2-2600*land+342793)/(-881.68)} which removed most of the error. After that, the error only remained in two ranges showing different deviations which i could not understand completely. I found a solution for one range. The other had a series like error but it was not too significant.
Formula: L^(4/3)-(L^2-2600*L+342793)/881.68
Where L is land.
From 350 to 1250 land, the error will continuously decrease from 340 to 0. For 1250 to 2400, there hopefully will be no error. For 2450+, add ((L-2400)/50)^2
If anyone wants to, this formula can be converted to calculate how much gold will be required to explore x land when at L land.
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Alexandrelg
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Posted: Thu Nov 03, 2011 02:50 |
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Joined: Fri Jul 16, 2010 00:51 Posts: 65
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Y = (ln(x) / ln(2)) * X + (0,0000282 * X^2) + (2,683 * X) - 1269
X is current landsize (including incoming land) Y is gold exploration cost
I use that for my simulator and works perfect.
Not mine formula, i got it in the forum, but really dont know who made it, so i wont give credits for it, but i dont deserve either.
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Acetal
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Posted: Thu Nov 03, 2011 02:52 |
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Joined: Sat Aug 27, 2011 01:51 Posts: 30
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Thanks for the formula. I was actually trying to find that specific one before because i remembered seeing it (i was still unable to find it. Even after using search!). It was made by Ping Pong (if my memory serves correct).
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B
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Posted: Fri Nov 04, 2011 22:06 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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Alexandrelg, I heard you mentioning this simulator thingie a few times now. What is it? 
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Alexandrelg
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Posted: Wed Nov 09, 2011 13:40 |
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Joined: Fri Jul 16, 2010 00:51 Posts: 65
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It took me a time until i read your post, i'm sorry.
Nah, its just a excel like many other uses, i did one too, but a little more complete, i just call it simulator because it's how i fell it works, since what this can do is simulate the game at excel. I needed lots of elveron formula to create it, that's why i was very activy at this topic.
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B
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Posted: Wed Nov 09, 2011 15:46 |
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Joined: Tue Jan 04, 2005 12:28 Posts: 2570 Location: The Netherlands
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Can you also simulate "time"? Like, multiple hourchanges? I use a sheet (by Wilan) which is "static". You just can enter everything about your kingdom at a given point in the round (mili, buildings, imps) and then it shows you your economy, number of farms/towers/CH needed etc. You can do predictions for a few days ahead, but then you have to change all kind of numbers every time over and over. For another game I used to play years ago (Dominion), there was this excel sheet in which you can actually simulate! For example, you can run through whole of protection period and see your mili etc at OOP. You build for example 10 towers, 100 GMs, 90 Homes at GT0 and at GT12 they are built and start producing. At GT60, you can then see total resources and total mili you can train etc. I have been trying to modify that one with Elveron's races. buildings and formulas, but it's not that easy Hence I am wondering if your's can also do that kind of stuff.
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