21 here and I'm a sage LOL.
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21 here and I'm a sage LOL.
19 !!
18 still :)
Revelation on!
well i've gained 0.....but i have 23 due to oop
19 here
Still 18.....
luck-based game, woohoo
19 with 20% labs for almost 48 hours(I'm elf). Another elf in my KD has 25-26 already without labs or abducts...
still @ 18
only bout 8% Labs, but for more than 48h.
June 17 of YR0 A new scientist, Novice Guth'nath (Alchemy), has emerged and has joined our academic ranks.
I'm sorry guys I'm already one of the cool kids :).
still 18, but we were fort for a while, so not surprising
Didnt get a single scientist for a whole week while keeping revelation up more or less 24/7 and having between 10-20% laboratories. Then I got 4 scientists in 10 hours. Thats randomness for you :)
Still nothing :)
They should adjust it from being random to being a set amount in a given time. This random stuff is just ****ed up from what I am hearing from people.
Thats becuase random processes has a bais towards having just outlier results reported/talked about. You are not as likely to report something "normal" as you are to report something extraordinary. Thats one of the reasons why online rating systems arent very helpful. Very unhappy customers are much more likely to write a review than someone who thought it was an average experience.
19 with 15% labs... swapping the labs to useful buildings like homes (As i have only 82 BE at 60% draft).
Never understood the idea behind Labs. If scientist production is a random event, how exactly do you increase the odds of a random event happening? Seems like a trap.
It's like muscle confusion. Works great on the traps.
Oh no I get that, but it still doesn't make sense. With a percentage number that small, unless you increase the number to at least 50%, what good is the building effect? For that matter, what good is the Revelation spell effect?
Take 3.5% - the base chance. Revelation increases that number by 30%, but it doesn't ADD 30% to the chance, it increases the percentage by 30% of the base. That means Revelation adds a whopping 1.05% to your chances of getting a new scientist each hour. Unless of course, the description is poorly worded or incorrect, but that has yet to be shown, as people are running Revelation nonstop and still not seeing any impact. If the spell ADDED 30% to the number, then we should be seeing a 33.5% chance each hour and a whole ton more scientists emerging, so that is "probably" not the case and the original numbers are accurate. From 3.5% to 4.55% is paltry and pointless.
And Laboratories, do they work the same? Statistics have shown they do not ADD, but simply increase the base number as well. Adding 15% to the base number would surely show more scientists emerging, but increasing the base number by 15% barely puts it over 4% - much more in line with the results of "nothing noticeably different" that many folks are posting.
Unless something is secretly changed with no announcement (common practice I believe) and we suddenly start seeing better results, I doubt either of these enhancements, spell or building, are worth anything at all.
Of course they dont add. Do you realize how insanely overpowered it would be if it did? All other things considered equal, on average a province running revelation all the time would, in your example have 11 times as many scientists as a province without revelation by the end of the age. A change from 3.5% chance/tick to 4.55%/chance per tick is not paltry and pointless, on average the province with revelation will have 30% more scientists by the end of the age (slightly less since they start with fixed number as well).
As a side note, if you could have a real life spell that gave you a 10% increase (as opposed to 30% increase from revelation) to the random chance at winning one round of roulette you would make all the casinos go bankrupt...
if the average was the norm. As it stands it's possible, even if not probable, that someone that runs labs, casts revelation always and is sage ends the age with the same 18 scientists they started with or even less. it's kind of like buying a lottery ticket, you always have the chance to win and the more tickets you buy theoretically increase your chance. So do you go out and buy 100 lottery tickets or do you use the money you have on something useful now?
I'm the last one in my kingdom with 18 sci BTW...
I've got 17 and I was never attacked! I win!
Possible, yes, but at that level of improbability, we're into Douglas Adams territory.
On my math, it's something to the effect of 3.76 * 10 ^ -2927 percent.
Roughly on the same scale as the probability of buying a single ticket for each of 300 Powerball draws (i.e. every draw for about 3 years)...and winning the grand prize on every single one of them.
I agree with your point, ultimately, but I think it's more helpful to talk about in terms of more realistic distributions. Based on a 3.5% base and a 14 week age, with no fort and no other modifiers, you'll realistically see a small handful of people spawning fewer than 60 scientists. But, conversely, you'll also see some spawning 110+. And that's just pure luck. Bishop has argued that a 15 scientist advantage (i.e. from running labs all age) would be pretty significant...yet the RNG itself guarantees that, all other things being equal, some people will have a FIFTY scientist edge on others.
It's a flawed system.
I got 2 new scientist within 2 ticks, its okey to hate me.
Undead and cleric pass the rune savings on to you. Using so little mana they pay for themselves.
I GOT A SCIENTIST!!!! #19 for me
Holy Moly
January 5 of YR1 A new scientist, Novice Heremes (Alchemy), has emerged and has joined our academic ranks.
Now ima cool dude too, lol
Just got 4 scientists in 10 hours :P
No one KD should have a big edge over another assuming the same amount of nonfort ticks and mods (not impossible though). On a province level it is far more likely (I'm guessing close to 25times more likely without running the math). I'd say the concept as a whole is sound but some numbers might or might not need adjusting. I definitely prefer it over the old system which was flawed on a conceptual level.
I have to disagree with you Matija.
The radomness kills the system because it is calculated PER PROVINCE. So there are kingdoms that can be full of lucky players and there are kingdoms that can be unlucky. The fact that we play in kingdoms may even it out a bit statistically, but that does not change the fact that its pure randomness.
And explain this to me, how can a system where you have no control be better than a system where you have full control of your science ?
It is exponentially less likely to have a KD full of unlucky players than to have one unlucky player; that's the point.
The system is better because it removes a lot of the advantages of becoming big early so an age isn't over in the whoring tier in week 2. It should also promote more wars across the board because people will be less forced into thinking another KD has a big advantage over them in science numbers despite being the same size, an advantage that can not be promptly mended.
Granted "full" of lucky is very unlikely. But please be reasonable... it is likely that a kingdom gets lucky or unlucky, like 19 out of 25 provs have more (or less) scientist spawns.
The point is, it is a random chance. 3% does not mean, out of 100 tries it occurs 3 times. In Fact you can have 1000 shots at 3% and hit none. THAT is what chance means. The Overall 3% is for everybody, on each province results may vary.
That is the best way i can describe it with my limited english. Maybe some statistician can explain it better.
But, look at the game. People are still growing like crazy and bottom feeding.
It changed nothing when it comes to that matter. Now they will just outgrow again and then abduct the hell outta everyone and still have the science on their side.
And "thinking" they have an advantage, all i can say about that is: Thieves, that is what they are for. Use them and you do not need to guess.
I have already touched on this topic in this thread: http://forums.utopia-game.com/showth...tist-Each-Tick
Hate to repeat myself but really the math is explained there and expanded on a 25prov example (page 1 last post). Or call it statistics if you like, whatever rows your boat, it is what it is, just a model to understand a natural phenomenon - much like in any field of science. Rest of your complaint is in regard to the game as a whole and has nothing to do with the new science system other than abducting which I would not judge yet myself, I'll wait and see what happens, haven't really thought about it too much and don't want to, I let the leaders of their respective KDs worry about that.
growing or not growing is a choice. kingdoms that didn't grow did this on purpose.
the only ones that profit from this system are the ones that want to land whore and can't hack the pumping.
we used to have random stuff but it was if memory serves me always kingdom,island and server based. Freaks were province based but your set up is still a kingdom decision.
it will not lead to more wars because warring kingdoms will never be prepared because the time whoring kingdoms don't have to spend pumping they will use to farm acres and honor.
we don't want your stinkin land/nw crowns. you can keep them. we want to play honorably and have fun. one on one wars within range without lengthy discussions, treaties and terms. The nw change for acres was great. This science thing not so much.