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Yes I supposed I forgot the extra food consumption on Dwarf and the runes on Human, but of course that is only going to make things worse for them.
For Dwarf, on the builds I have in the sheet, it takes 6% more farms to feed than the other Races, so I'll put a 0.94 mod in for them on acre save. Towers is a bit trickier, because people won't all run the same amount, or even similar amounts necessarily. For now I am going to call it a 3% (0.97 acre save) loss for them based on a figure of 10% towers (they need 30% more to generate the same casting ability/tick) that I pulled out of thin air :P
Draft and Build factor is a bit of a guess, I think its an educated one though. They both have 100% bonus to each of those categories, and the fact that Free Draft/Build has multiple perks associated with them makes me feel like its warranted.
That said, I am working on tweaking some sections of the chart. I am looking at different ways to evaluate the Econ section. If I use addition instead of multiplying the factors, I can switch Dwarf Build and Orc Draft to 0, and have those columns be subtracted from the total. This creates a larger spread over the Econ section (70-100% as opposed to 90-100% range we had previously), so, while the Order remains mostly the same within the Econ section, it has a greater effect on the total charts (Human and Dwarf make some moves).
I added a MP/NW column in order to soften to NWPA blow to Dryad/bonus to Bocan. This addition moves Dryad up into the middle of the pack, under UD/Avian. (Without the MP/NW%, Dryad would remain at the bottom of the chart, with 84.5%, Faery 2nd to last 85.8%.)
I have also changed the final %Max calculate to also be a sum, rather than a product of all the previous sections. This does not have a huge effect on the position of the Races relative to each other, but it closes the range from lowest rating to highest by a pretty good margin. The bottom rating with this setup is around 85%, as opposed to being below 50%.
Playing with the idea of different weights for each section, but I think that would require more input from folks with more insight than me, so I leave them as base for now.
https://image.ibb.co/jFYocF/capscimod.jpg
I can also provide blown-out version of each section, but since the Age has begun and all that is already available in this thread, I think this one should suffice.
EDIT: I am going to do another iteration with Human at the soft caps, and everyone else ~83% of max. Here is the logic I will use to represent the science generation bonus;
It takes 30 Alchemy, 30 Tools, 38 Housing, 30 Production, 38 Military, 31 Crime, and 32 Channeling for 229 total Professors to reach this level. Each Race starts with 30 scientists. All other things being equal, non-Humans should generate 80% (1/1.25=0.8) of the 199 needed for Humans to reach the # needed for Caps first. This puts non-Humans at ~159 (199/1.25=159.2) scientists generated, for a total of 189. 189 / 229 = 0.825 or 82.5% of Human science. I understand that this make a false equivalency between reaching professor level and scientist generation, also the fact that before the minimum number of professors reach professor, extra novice's are likely to bump you up to caps anyways...
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Ok, so here is the MP section blown out so you can see what happened with the changes I made to science levels. (I neglected to note this on the far left column, this correction has been made for any future runs, hopefully next Age :P)
https://image.ibb.co/fakBHQ/MP.jpg
and here is the list of all the totals, sorted by the agg;
https://image.ibb.co/n1WkcQ/totals.jpg
This is Human more or less at its pinnacle, its a steady decline to what the previous charts show after reaching this point, I would say. Human strong with its Econ boost, as well as Science advantage early... but they will be caught up to and overtaken by most.
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Good changes I think. I'll have to trust you on the human sci logic as I got lost with the maths and haven't got much time now, but it sounds about right. However it doesn't factor in abducts, so realistically they will not have as much of a bonus as you allow for.
Weighting the categories is a good idea but I suspect very hard and bordering on impossible in in practice unless we first decide what the ranking is for. For example, is it for war? Or non war? And even the war category can be broken down further: is the primary aim war wins? or growth via warring? etc People might just have to figure that out themselves. But that is the reason I remain happy with my hypothetical choice of dryad - some categories where it is not so good are not ones I am concerned about for warring with the set up that I would hypothetically use.
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Btw is that last chart with or without spells? If you already have the data ready, please could we see the one with spells (if that isn't it)?
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It is without spells. If I open this thing up and let it sit there long enough, A spells one might get done this weekend :P
Yes the Human sci buff is strong, and I didn't factor abducts, because technically they can abduct too, they can even abduct other Humans. I agree not many Humans are likely to find themselves in this position, but its certainly possible, and I imagine some dedicated players will do it even faster. Most will probably end up in the position where Human has been represented in the previous charts all Age, never enjoying that brief, glimmering, moment of strength.
Agreed about the weight, and that people need to infer what they can about what they want to do.
I like the chart of all the final% for this, You can see that other than the Races who are meant more for TM roles, most are fairly strong in at least 2 categories, certainly each is near the tops in at least 1, and middling in the others. Humans are more well-rounded rating 75-85 everywhere, keeping in mind that their Military power can only fade from this point as others catch up in Science. Which makes sense I guess- they should be a 'vanilla' type Race in a fantasy setting imo.
As you say, you can pick out the parts that are important to you, and hopefully make some (slightly better)informed decisions.
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Ugh, somehow I ended up including Mercs on the Human in the previous one, so it had +18.7 extra OPA (the other Races are clean, but I will update that one above) ... so, sadly, Humans, even with a good science bonus are just not looking that impressive...
Here is the 'with spells' edition of the now updated previous post;
Miltary power
https://image.ibb.co/enVxP5/MPspells.jpg
Totals
https://image.ibb.co/hOrFBk/totals_spells.jpg
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Thanks - nice work. I think you've done a really good job with these and for people who take the time to understand them they are really helpful.
Just on the human abduct point, yeah they can abduct too of course. But my point was more if we assume everyone (including human) is abducting, then human's +25% sci generation is less valuable because only say 30% of total sci comes from generation (the rest form abducts). So the +25% ends up more like +8% total sci. I've entirely made up the maths but you see my point :) That said, I still think your analysis is solid. They are poor this age so it makes sense to make assumptions in their favour, knowing that the reality is a bit worse.
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Thanks! I really appreciate you playing along with me. There seems to be enough people following the thread in silence, maybe its just the enticing title... If you people out there have ideas, questions, suggestions get them out there!
I am torn on that idea for abducts, because whatever % of your total you abducted, had to be generated in the first place. I know obviously the dynamic of the game is for the more organized KDs to basically siphon the science to themselves, and thus any Race in a KD like that will be ahead of the curve in science, generally. As a result there has to be someone on the receiving end who is behind the curve... and if I want to represent the "average" experience of that scenario, I end up at the midpoint between those two.
So I guess these charts are indicative of Provinces who have broken even on Abducts over the course of the Age (up to the point where Humans start hitting soft caps, which is where I am capturing info). Some players would be disheartened if they attained this stat, while others would be delighted I imagine, to have kept their fair share of scientists. The chart works in a vacuum, I guess, and the game is a big cluster---- :D