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Thread: Diminishing returns?

  1. #1
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    Diminishing returns?

    Anyone know what the diminishing returns for percentage based buildings are?

    For example, Banks, increase income by 1.25*% to a max of 31.25% increased income. So, 25% banks should cover this. However, 25% banks really only provides 23.41% increased income.

  2. #2
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    It's ( x% * (1-x%) * 1.25 ) for banks.

    So ( 25% * (1-25%) * 1.25 ) = +0.234375, or +23.44%.

    I'm thinking you probably don't have exactly 25% or exactly 100% BE.

    But yeah, that's diminishing gains for ya.

  3. #3
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    Excellent, that's easy enough. Thanks.

  4. #4
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    Oh my god this has been bugging me for so long, I cannot believe no one picked it up =[ Made me register and such...

    The function Dillbert gave is a parabolic function that maxes out at a certain point (in this case 50%). A simple back of the envelope calc. will show you why it's wrong

    100% banks

    100% * 0 * 1.25% = 0

  5. #5
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    Lol, I wonder if somebody will run 100% banks to see if this causes an error?

    When genesis starts, I'll definitely do it there.

  6. #6
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    dp ;(

  7. #7
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    Oh my god this has been bugging me for so long, I cannot believe no one picked it up =[ Made me register and such...

    The function Dillbert gave is a parabolic function that maxes out at a certain point (in this case 50%). A simple back of the envelope calc. will show you why it's wrong

    100% banks

    100% * 0 * 1.25% = 0
    that is why you can only get 25 * BUILDING BONUS at max. So at 100% BE you would reach + 31.25% income which is the best Banks can give, at 50% of your land. Any amount of buildings beyond that will give you exactly the same bonuses.

  8. #8
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    A question... do I use the same calculations for example tr.grounds but change value of the bonus?

    something like this?

    ( x% * (1-x%) * 1.5 ) for tr.grounds.

    a following question... so there is a diminishing return value even at the first % you build?

  9. #9
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    yes. in fact the first 1% will give you 1 * .99 * 1.5 = 1.485% more offense

  10. #10
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    I would guess that actual formula is a bit more complicated, something along the lines of:

    MIN(25*Building Mod, MIN(.5, X%) * MAX (.5, 1-X%) * BE * Building Mod). Might not be 100% right though.

    However, for all reasonable purposes.. the one dillbert posted will work.

  11. #11
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    Where can i find building mod numbers?

  12. #12
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    Building mod numbers are including in the guide. The best place in the guide is prolly here.

    If you look down at each of the buildings, you can see that it says something like:

    Armouries improve your military training process, allowing you to train your soldiers to advanced levels at a cheaper cost. Armouries also facilitate your peasant enrolment process and diminish your military maintenance costs.

    Decrease Military Training by % * 1.5
    Decrease Draft Costs by % * 2
    Decrease Daily Wages by % * 2
    That means that the Decrease in Military Training has a 'Building Mod' of 1.5. The other two parts have a 'Building Mod' of 2.

    Hope that helps, even if it is a bit belated.

  13. #13
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    I've always taken it as %built*(1-%built)*BE*building mod = building effect

    assuming anything above 50% built acts as 50% built.

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