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Thread: Utopia Wiki Questions, Corrections & Updates

  1. #121
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    I think I see where the additive comes into play...
    But assuming as the birthrate is a constant and assuming L&P is another constant additive to birthrate
    It should be able to be displayed as a ratio (BR "+" L&P)/BR which should translate to a clean %...

    Yes I know that is pulled from the wiki... but the ONLY way I can think of where it "might" make a different change it to change some positions so that it reads

    Peasants Hourly Change = (Current Peasants - Storms - Drafted Soldiers - Wizards Trained) * (Birth Rate + Love & Peace) * Homes Bonus * Chastity

    I was thinking that the wiki equation was treating changes as what "would" happen in the next tick...
    As opposed what last ticks effectes "were"...
    But I am still seeing the same result again...

    Only difference I see now us that BR is a "variable" constant of .0205 X (.95 through 1.05) and L&P "ADDS" and hard constant of .0085 to the "variable" constant.
    Which (comparable to ToG's 40 - 80%) would introduce a range of % of improvment of about 39.5% - 43.7% increase (depending on the ± random 5%)

  2. #122
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    Whilst we are on this point, the BR formula in the wiki is missing ritual and EoW CF.

    These might also help with working out if it's + or x as above (although it depends where there operate in the formula - ie whether they are changing the base BR or the just an additional multiplication outside the brackets).

  3. #123
    Forum Addict RattleHead's Avatar
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    I still struggle to see the value of this %s thing as a comparative tool. Most of them don't compare to each other well at all, and the ones that do its fairly easy to tell which is numerically superior however you present 5 vs 10% or 80% vs 120% ...

    You could be onto something with the variable constant of BRs RNG, vs the flat rate of L&P as for reasoning on the 0.85% vs +41.5% as its effect.

    This is how I would calc BR (not peasant change, so no draft or wiz removed)

    BR = Peasants * ({[IF(UtoDate="YR0",0.0305,0.0205) * RANDBETWEEN(950,1050)/1000) + IF(L&P="Yes",0.0085,0)] * (1 + Homes effect) * Chastity?} - Storms?) * Overpop? * EoWCF * Ritual * Race * Plague

    ... for peasant change the overpop is a bit more complicated than just * 1 or 0, of course, along with draft and wizards trained.

  4. #124
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    What I was thinking was that while yes most arent compareable on there own but i was starting to think ahead to next age already and I wanted to try to get a clearer picture of what race/pers/buildings/spells stack/work in tandem for the highest %'s

  5. #125
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    Quote Originally Posted by BoBDuDe View Post
    What I was thinking was that while yes most arent compareable on there own but i was starting to think ahead to next age already and I wanted to try to get a clearer picture of what race/pers/buildings/spells stack/work in tandem for the highest %'s
    I don't really get it either because most of the spells do different things so won't be stacking with other spells anyway. I appreciate they stack with other things, but I'm not sure how it helps to be able to sort spell %s to look at that.

  6. #126
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    I see it as comparing Elite/spec numbers and net, thief/magic bonuses (also taking into account the fact that thief and wizzard net values are the lowest and static (not inflated by effeciencies)), building % improvments... etc...

    Sure they are all various effects and %'s but most EVERYONE still compares them to pick race/pers/builds/strats...

    You have to look at them as a whole in the terms that Utopia handles them in order to assign value VS other bonuses/values that may not be directly related to eachother.

    Take CS for example... Outside of WT it has almost no compareable value but the fact that it automatically stops 1/4 of thief ops makes it topic of disscusion every age as to whether it should be a race/pers bonus... where it should be an attacker/mage spell for its intended purpose of def against thiefs or a thievery based race/pers spell to make them that much more specialized role...

    are they one off spells/ops or will they stack/augment certain roles...

    These go for (Insofar racial only) negative stats as well... Will it be a heavy attacker/thief/mage age...

    Does a elites/specs strength or value or cost outweigh a rogue's TD or stealth bonus? or magics ability to always be available when chained?

    At face value they are incompareable but when you look at them as a whole there are clear trade offs...

    There is a reason why we are rotating/tweaking values/races/pers because as much as we love balance... with a variety of races/pers/bonus/spells/ops there will always be more powerful values/combinations (stackable/augments) than others...

    Whether it is a nerf or boon... it generally happens for a reason... and that is mostly from generally non-comparable values that are clearly OP or underpowered...

  7. #127
    Forum Addict RattleHead's Avatar
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    Attack Time in War

    War
    Immediate Effects
    -10% Attack Time
    After 12 Hours
    -20% Attack Time
    After 24 Hours
    No Distance Penalties for Attacks
    I am pretty sure it should go to -25% Attack time after 12h... As we have 12h base attack time in War these days, do we not?

    That is to say, I believe base Attack time in War(after 24h) would be calculated as;
    16 * 0.75 = 12
    not
    16 * 0.8 * 0.9 = 11.52, or even 16 * 0.75 * 0.9 = 10.8

    ... and at 12h it would also be;
    16 * 0.75 = 12
    not
    16 * 0.8 * 95 = 12.16, or 16 * 0.75 * 0.95 = 11.4 (half of the island penalty, assuming this would slide in as well)

    IF a War was intra-island, then I believe after 12h it would be;
    16 * 0.9 * 0.75 = 11.4

    I think somehow the -10% and "No Distance penalty" got mixed up here, and its kinda the same thing being accounted for twice... I am open to other interpretations, though

  8. #128
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    Pls remove thievery effectiveness form the thievery yield formula. Science does not increase thievery gains.

    http://wiki.utopia-game.com/index.ph...Thievery_Yield

  9. #129
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    Looks like WT % less damage caused is base of 2.5, with cap of 75%, and % chance to repel is base of 1.5, cap 50%

    Unis also appear to be 2.5 base, up from 2, and new cap I would expect to be 62.5%

    Dungeons will have to wait til they are built :)

  10. #130
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    Hey guys, if it's not already done by then; I'll be going through and updating a few things on the Wiki to bring them current with the new changes. Anything other than the building formulas and race/pers that I need to add while I'm at it?
    Retired at one time but no longer retired.

  11. #131
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    I think all that's lacking, aside from Age-Age changes as you mention are the last couple items on this page of the thread.

  12. #132
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    Dungeons now house 30, will confirm prisoner income a little later today.

    Bah, i forgot, tomorrow... tomorrow.
    Last edited by RattleHead; 01-02-2018 at 21:11.

  13. #133
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    Quote Originally Posted by RattleHead View Post
    Dungeons now house 30, will confirm prisoner income a little later today.
    Awesome, I'll go ahead and update the wiki with the new capacity.

  14. #134
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    Quote Originally Posted by Crystopher View Post
    Awesome, I'll go ahead and update the wiki with the new capacity.
    Thanks mate, toddlers have a way of changing schedules about -_-
    Retired at one time but no longer retired.

  15. #135
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    Had to reverse engineer a bit, see if people agree with my maths;

    Daily Income 17084
    Prisoners 111

    Daily Income 17170
    Prisoners 184

    Prisoners should be calculated as part of Raw Income, and then modified... I have 1.87715 income modifier current from banks as well as Affluent.

    Increase of 86 gc / 73 Prisoners = 1.178 gc / Prisoner


    1.178 / 1.87715 modifier = ~0.625 gc / Prisoner

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