*sigh* I really hate having to sign up to leave replies.
Firstly, no flames.. I just won't pay attention. If I'm wrong, simply state it and why you think so.
Boundings:
I only looked at the City basics (e.g., farm, sawmill). I don't know if I'll look at any more of it. I may do some additional statistical work unless CyrusThor beats me to it.
Cudos to:
ReaperIII for Cost/Produce formulae.
WWolf for that Construction Level catch (OMG, the times just weren't tracking! )
WWolf (again) for the Construction Level impacts
CyrusThor for some insight into the true cost of high level -- You gonna do a more indepth statistical analysis?
Resources seem to be Food, Lumber, Stone, Iron, and Time. There are base value costs for each basic @ level one.
Farm Sawmill Quarry IronMine
Food 50 100 180 210
Lumber 300 100 500 600
Stone 200 250 150 500
Iron 150 300 400 200
Time 30 36.5 60 90
(seconds)
As Reaper has already indicated, the costs at each level goes up according to the formula of:
Cost(Level) = Cost(Base) * 2 ^ (Lvl -1)
Note: Due to the large ranges of reported Time values and the appearance of simplistic formulae for other values, I am going to stick with this story until I see reporting of data that includes the collection point Construction Level so that we can perform normalization of the time element.
Time is impacted by Construction Level and can be factored with:
Time(Actual) = Time(Level) * 0.9 ^ Construction_Level
The base for Production/Hour and Capacity seem to be the same for all four resource types at 100 and 10,000 respectively. The staffing (people) varies as shown below.
Farm Sawmill Quarry IronMine
Staffing 10 10 20 25
Each of these (Production/Hour, Capacity, and Staffing) [Capacities for lack of a better term] are scaled based on the formula of:
Capacity(Level) = Capacity(Base) * Sum(1..Level)
I've attached a small spreadsheet that calculates all of this for the four "basics" and has the ability to factor in the time reductions due to Construction Level.
*sigh* I really hate having to sign up to leave replies.
I agree - but, I signed up so that I did not have to enter the 6 characters everytime I wanted to search the forum.
Thanks for sharing your spreadsheet. I shall add it to the one I started for my account.
I note the capacities listed against each resource type, and assume that if a city hits the maximum capacity number the farms, sawmills etc just stop producing. however, now that i'm using NPC to take care of most of my resource needs, i'm well above the maximum capacity number most of the time. does anyone know what determines a city's maximum capacity to hold a resource?
Construction times will vary wildly. They are affected by multiple inputs.
1st. - Construction tech.
Time(Actual) = Time(Level) * 0.9 ^ Construction_Level ... as suggested by WWOLF and confirmed by Melbourne
2nd. - Hero assigned as mayor's (castellan's) Politics skill
... Stolen from Alexcovish on Hero/Heroine Guide
"(For those that are wondering how it work, here's the math being the time saved with your heroes
RT = BT * 0.995 ^ HS
Where RT = Real time, BT = Base Time and HS = Hero Stat
Have fun now calculating the time you save)"
Note: Alexcovish also points out that other mayor/castellan stats use the same formula for similar effects:
Politics reduces building build time
Attack reduces units build time
Intelligence reduces research time
(BTW, mayor at moment of build/research initiation counts. Switch out your high-politics mayor for your high-intelligence or high-attack mayor just long enough to start major projects to get the bonus. Then put the high-politics mayor back to reap the resource production benefits.)
3rd. - In beginner quests, it suggests that town hall level impacts construction times.
Under Routine Quest - Domain Expansion - Town Hall Upgrade, it says:
"Town hall is the administration centre of a city. While you upgrade it, the efficiency of construction is enhanced at the same time...."
Can anyone quantify (or disprove) this?
Any other contributing factors to construction times?
The folowing production sheet is based on the preliminary spreadsheet provided by Melbourne's above.
I have corrected the calculating errors in Melbourne's spreadsheet.
I have added a time calculation for your Hero's (Mayor's) Politics skill level.
I have added a production calculation for your Hero's (Mayor's) Politics skill level.
I have added production calculations for the production research skills
I have added a production calculation for the production level settings in your town hall settings
I have added a production calculation for Valleys
I have added a production calculation for Buff Bonuses
I have added the ability to specify the quantity of each type and level building you have and then give you your total output based on all of the above factors.
Added total contruction costs based on level
Final calculations have been tested to level 10 buildings. Level 8+ building calculations have a variance of 1-3 seconds from the actual but this is a nominal variation.
If you populate this sheet with all the values for a given city you will get your total city output.
NOTE: I have locked formula cells so only input cells can be edited. This is to prevent calculations from being thrown off.
Thanks to everyone who contributed data!
Necranom
Last edited by Necranom; 10-04-2009 at 08:13 PM.
Reason: Corrected Calculation error with production levels, Added total construction costs based on level
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