Talk:Exploring, Construction & Building Formulas

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Revision as of 03:57, 4 December 2009 by Stupid (talk | contribs) (List of formulas... mostly... confirm, reject, lose... it means the same to me)
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Exploration Costs

Formula requires work for both the GC + Soldier Costs. Puppy101 08:11, 15 July 2009 (UTC)


Algebra is VERY Fun

Bahh...

Homes:

Pop += 8n
Birth Rate += 4 * % - 0.04 * %^2


Farms:

Food += 70n

Mills:

Build Costs -= 4 * % - 0.04 * %^2
Exploration Costs -= 3 * % - 0.03 * %^2

Banks:

Income += 25n
%Income += 1.255 * % - 0.015 * %^2 + 0.01 * int(% / 2) * int((% - 1) / 2)

Training Grounds:

OME += 1.51 * % - 0.02 * %^2 + 0.02 * int(% / 2) * int((% - 1) / 2)

Armoury:

Training Cost -= 1.51 * % - 0.02 * %^2 + 0.02 * int(% / 2) * int((% - 1) / 2)
Draft Cost -= 2 * % - 0.02 * %^2
Wages -= 2 * % - 0.02 * %^2

Military Barracks:

Attack Time -= 1.51 * % - 0.02 * %^2 + 0.02 * int(% / 2) * int((% - 1) / 2)

Forts:

DME += 1.51 * % - 0.02 * %^2 + 0.02 * int(% / 2) * int((% - 1) / 2)


Guard Stations:

Defense Losses -= 2 * % - 0.02 * %^2

Hospitals:

Plague += 2 * % - 0.02 * %^2
Military Losses -= 3 * % - 0.03 * %^2

Guilds:

Wizards per Hour = 0.02 * n

Towers:

Runes per Hour = 12n

Thieves Dens:

Thief Losses -= 4 * % - 0.04 * %^2
Thief Effectiveness += 3 * % - 0.03 * %^2

Watch Towers:

Thief Catch += 2 * % - 0.02 * %^2
Thief Damage -= 3 * % - 0.03 * %^2

Libraries:

Science Effects += 2 * % - 0.02 * %^2

Schools:

Science Costs -= 1.51 * % + 0.02 * %^2 - 0.02 * int(% / 2) * int((% - 1) / 2)
Science Protect += 3.495 * % - 0.035 * %^2 + 0.01 * int(% / 2) (( +/- .1))

Stables:

Horses per Hour = n
Horses = 60n

Dungeons:

Prisoners = 20n


Using Utopia Angel as the source, these should perfectly match the value (Well, I formulated it up to 10%, but no "verification" from utopia yet. Uses % * 100 instead of standard notation (IE, 5% as 5 instead of .05)

Note: Base Effect * BE * % of building * (1 - % of building) Assuming % is in standard notation (as in n% = n / 100) this does not match the given values. (assuming base effect is "percent min")


Notes on Formulas: "0.02 * int(% / 2) * int((% - 1) / 2)"

is a correction put in to get the EXACT values Angel was spitting out. Some buildings had a, oscillation, in their (for lack of better terminology) second derivative. This is simply there to keep that oscillation in.

Science Protect is NOT exact. I believe Angel was at fault here, but although the second derivatives were close together, their oscillations were at random. So expect about .1 error.


I also expect these "oscillations" to be manifestations from Angel.

Probably didn't need to bother with the flat rates but w/e. Do with them what you want... and yes, I have a spreadsheet :p --Stupid 03:57, 4 December 2009 (UTC)

On Building Efficiency

So, yeah, I got a little eccentric there and made a random change [Although, the way the formula was, was ENTIRELY incorrect... the (1 + %) x .5 seems to work... but sometimes seems slightly off (delayed change?)] mostly because of the frustration of trying to decipher what the "real" formula was (and promptly ignoring it when I did). So sorry for that.

Trying to get to 50% BE so I can gather data... but it's rather annoying trying to get that low (well, also without getting killed off / thief'd [who night strikes an INACTIVE?])... going to see about just losing more land to kill off peasants. So stable population, set number of jobs... no science. No race bonuses... should be easy enough to confirm / disprove the current and get enough information to get that elusive "rate of change" (It's been rather linear on the way down which means that "the rate of change %filled jobs is ~equivalent to the rate of change of CALCULATED %BE after ~3 ticks). We'll either see, or not. W/E

--Stupid 03:57, 4 December 2009 (UTC)