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Noz13
*Coolest Lady in the World* |
General Knowledge Faqs Reposted
replied on: 6/8/2003 4:17:55 PM Production Platinum Total Plat Production =(2.7*[Peasants]*[Employment] + (40 + [Racial Alchemy Bonus])*[Alchemys])*[Total Plat Mods%] [Employment] this has a max of 100% even with the great market, which increases the number of peasants employed per building not employment directly [Racial Alchemy Bonus] currently only Firewalker self spell, Alchemist Flame - Increases alchemy production by 20 platinum. Which becomes modded by Technological advancements. [Total Plat Mods] includes: Improvements, Midas Touch, Bankers Foresight (tech), Wonders, Racial, Monarchy, Treasuries Food Food Produced = (60*[Farms]+10*[Docks])*[Total Food Mods%] Food Consumed = -0.25*[Total Population]*[Food Consumption%] Food Rot =[Food Stockpile]*0.01 Optimal Farms =(([Food Stockpile]*0.01)+([Total Pop]/4*[Food Consumption%]))/[Total Food Mods%]-10*[Docks]*[Total Food Mods%])/60 [Food Stockpile]; total amount of food stockpiled or desired to be stockpiled [Food Consumption%]; racially modified variable for amount of food eaten [Total Food Mods%] includes: Improvements, Hanging Gardens, Racial, Farmer's Growth (tech), Spells Lumber Lumber Rot = [Lumber Stockpile]*0.01 Lumber Production = 50*[Lumber Yards]*[Total Lumber Production Mods%] [Total Lumber Production Mods%] includes: Racial, Foresters Touch, Gaias Blessing (note: I've tried to figure out an optimal lumberyard equation, but I can't do it, if anyone can come up with one please post.) Mana Mana Drain = [Mana Stockpile]*0.02 Mana Production = 25*[Towers]*[Total Mana Production Mods%] [Total Mana Production Mods%] includes only a single racial bonus at this time Optimal Towers = [Total Spell Cost]/[Tower Production] [Total Spell Cost] spell cost of all spells being casted in the time period desired, your land total at the time spells are being casted should be used to calculate this rather than your current land total [Tower Production]:for casting every (this incorporates rot but not racial mana production bonus) 12 hours: 215.2832763 11 hours: 199.2686493 Ore Ore Production =(60*[Ore Mines] + ROUNDDOWN(0.5*[Miners]))*[Total Ore Mods%] [Miners] Dwarven spec defender, each pair produces 1 ore [Total Ore Mods%] include: Racial, Gnomish Mining Machine, Spells Gems Gem Production = [Diamond Mines]*15*[Total Gems Mods] [Total Gem Mods] includes: Racial, Miner's Refining (tech) Round 18 compliant Construction Platinum Construction Cost If [Built Land] > 250 then =(700+(1.26*([Built Land]-250)))*[Attacking Reduction]*[Factory Reduction%]*[Tech Reduction%]*[Wonder Reduction%] If [Built Land] < 250 then ( 700 + ( 1.26 * ( [Total_Land] - 250 ) ) ) * [Attacking Reduction%]*[Factory Reduction%]*[Tech Reduction%]*[Wonder Reduction%] [Attacking Reduction] = 75% is applied to conquered lands outside of your realm and lowers construction costs 25% [Factory Reduction%] = Max 20% : Factory: Reduces build cost by 4 * Factories / Total Land % to 80% maximum. Reduces rezoning cost by 4 * Factories / Total Land % to 80% maximum. [Tech Reduction%] 90% Mason's Art: -10% construction platinum costs [Wonder Reduction%] 85% Factory of Legends: Reduces building construction cost by 15%. Lumber Construction Cost If [Built Land] > 250 then ( 87.5 + ( ( [Built Land] - 250 ) * 0,35 ) )*[Attacking Reduction]*[Factory Reduction%]*[Wonder Reduction%] Else ( 87.5 + ( ([Total Land] - 250 ) * 0,35 ) ) )*[Attacking Reduction]*[Factory Reduction%]*[Wonder Reduction%] [Attacking Reduction] = 75% is applied to conquered lands outside of your realm and lowers construction costs 25% [Factory Reduction%] = Max 20% : Factory: Reduces build cost by 4 * Factories / Total Land % to 80% maximum. Reduces rezoning cost by 4 * Factories / Total Land % to 80% maximum. [Wonder Reduction%] 85% Factory of Legends: Reduces building construction cost by 15%. Round 18 compliant Rezoning Platinum Rezoning Cost = 250 + .6*([Total Land] - 250) * [Total Rezoning Bonus%] [Total Rezoning Bonus%] includes: Gnome Racial Spell (-10%), Factories (Max of -80%) (from viruz) Are these reductions additive or multiplied? Round 18 compliant Improvements Improvement Bonus % = [Max Bonus%] * (1 - EXP( -[Total Invested Points]*/(4000*([Total Land])+15000)))*[Total Improvement Mods%] [Max Bonus%] is the maximum each area can reach Science: 20% Keep: 30% Towers: 60% Walls: 20% Forges: 20% Irrigation: 60% [Total Improvement Mods%] Includes only masonry bonus at this time (no max) ROUND 18 COMPLIANT Reposted from Thanks to mickles and Para for posting them first ! |
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