Talk:Exploring, Construction & Building Formulas
Exploration Costs
Formula requires work for both the GC + Soldier Costs. Puppy101 08:11, 15 July 2009 (UTC)
Building Efficency
The current formula makes no logical sense,
[(Current Available Workers) / 2]
((2/3) * Total Jobs + 1) * Science + Race + Stance - Dragon
Even if you fix that * Sign and move the modifiers out, it doesn't account for a surplus of workers, and the +1 looks more like a "can't divide by 0" fudge factor. (That also means you can't have 100%)
If, by chance, the 1/2 current available workers means that for every 2% employment drop you have a 1% Building Efficiency drop, then you need to add 50 at the end of the equation
(.5 * %Filled Jobs + 50) + Science + Race + Stance + Dragon (Dragon already has negative stats, subtracting a negative stat makes it positive)
Algebra is FUN
Base Effect * BE * % of building * (1 - % of building)
I'm assuming this translates as
BE * Effect
Now N(1-N) is... wrong. N(1-N) says that after 50% of a building type you start losing the effects that building has... let alone it doesn't seem to follow any particular building. Homes, for instance, uses a similar formula but is much different than the caluculated version
Homes (Birth Rate): 4 * % - .04 * %^2 CAP: MAX(75, Birth Rate)
So... Lets do this Right (With PAINFUL Spreadsheets!)
Okay
I'm running through these to try and verify / correct. BE looks to be
default - CEIL([(1 - %Filled Jobs) / 4])
It also appears that "Workers Needed for Max. Efficiency" returns (FLOOR(Total Jobs * .67)). This value APPEARS to be used over the actual value 2 * (Total Jobs) / 3 thus meaning a peasant can really only perform 1.4925 jobs (it does add up).