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  1. #1
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default A short investigation of squalor

    For those not enamoured with details, here are my conclusions from a few tests, qualified by the fact that I manipulated the game a little.

    Conclusions
    • I can confirm, categorically, that the various Temples of Juro (and I suppose other 'growth' temples), and the water supply buildings, both have no effect on squalor itself. Squalor seems to be a factor that is only related to city size, and government building. However, they do counter its effects on public order (via health and culture), whilst farms counter the decrease in growth rate.
    • Only the Government buildings and certain Governor traits and ancillary characters, seem to affect the level of squalor, given a constant population. The ancillary characters Geomancer (+1) and Architect (-1) both affect squalor if they are in the governor’s retinue, as well as a number of his traits: alleviators include the Natural Philosophy, Kind Ruler and the Good Builder lines, each varying from 1 to 3 (5 to 15%) in effect depending on the level you reach along those trait lines. The prim and proper trait also affects squalor, reducing it by 1. Traits that add to the problem include the Bad Builder, Miserly, and Cheapskate lines; again their affect is from 5 to 15%, only this time in the wrong direction.
    • The growth of squalor appears to be linear, at a rate of approximately 1% per 300 men, assuming you have constructed the appropriate level Government building. EDIT: The situation is slightly more complex than this. See later on.
    • You seem to get a fixed penalty if don't construct the available government building, rather than a compounded one, but that requires more in-game testing to be sure.
    • I can also confirm the reports of others that the Imperial Palace is indeed the trigger for Old Marius to reform the Legions, as I got to train Legionaries on the first turn! There may be a secondary date trigger as well though.



    Major Edit:

    Tabulated below are the population levels, for each Government building, for each level of squalor:


    Code:
    Sq% 	GH	GV	GP	PCP	IP
    5	1150	1500	1500	1500	1500
    10	1900	3000	3000	3000	3000
    15	2650	4250	4500	4500	4500
    20	3400	5000	6000	6000	6000
    25	3850	5750	7500	7500	7500
    30	4150	6500	9000	9000	9000
    35	4200	7250	10500	10500	10500
    40	4550	8000	12000	12000	12000
    45	N/a	8750	12750	13500	13500
    50	4900	9350	13500	15000	15000
    55	5250	9500	14250	16500	16500
    60	5600	9700	15000	18000	18000
    65	5650	10050	15750	19500	19500
    70	5950	10250	16500	21000	21000
    75	...	10400	17250	22500	22500
    80		10750	18000	24000	24000
    85		10900	18350	24750	25500
    90		11100	18700	25500	27000
    95		11450	18750	26250	28500
    100		11750	19050	27000	30000	Patch 1.2 Limits P/O here
    105		11800	19400	27750	31500
    110		12150	19500	28500	33000
    115		N/a	19750	29250	34500
    120		12500	20100	30000	36000
    125		12850	20250	30750	37500
    130		13200	20450	31500	39000
    135		13250	...	32250	40500
    ...		...		...	...
    250		...		...	61500	Cap for Growth Squalor
    Sq%: Public order penalty from squalor. To get the growth penalty, divide by ten.
    GH = Corresponding population level for settlement with the Governor's House.
    GV = Corresponding population level for settlement with the Governor's Villa.
    GP = Corresponding population level for settlement with the Governor's Palace.
    PCP = Corresponding population level for settlement with the Pro-Consul's Palace.
    IP = Corresponding population level for settlement with the Imperial Palace.

    NB: There is a limit on the amount of disorder that squalor can cause. This seems to be 125%. Growth rate penalty is capped at 25%, which is reached at a population of 61500 (with the Imperial Palace).

    See posts further down the thread for explanation of the figures in this table.

    End of Major Edit



    Methodology

    All right, here's what I did:

    I started a Brutii game, medium setting. I gave myself a large injection of cash > 1,000,000 denarii. I set all tax rates to normal. Removed both governors from my two cities, and then gave Tarentum a population of 30,000 men from 4,500. I only improved growth buildings (using process_cq), and monitored for squalor.

    Immediate effects:

    Squalor: 15% > 125%
    Growth rate: 2% > -21%
    Garrison: 60% > 5%[*]
    Taxes: 772>1224 (58.5% increase)
    Trade: 238>307 (28% increase)

    Constructed: Latifunda, Curia, Pantheon of Juro, and an Arena (for public order, daily games)

    Squalor: 100%
    Growth rate: -0.5%
    Garrison: 5%
    Taxes: 1224
    Trade: 530

    The reduction of squalor came when I constructed the Government buildings, 5% for Pro-Consuls/ 20% for Imperial palace (remember my population is now 30,000)

    In my other city, Croton, I did three experiments. In the first one, I increased the population from 4,300 to 30,000, but I then immediately constructed all the growth and water supply buildings. In the 2nd, I did the same, only I then reduced the population back to the 4,300 level and let it grow very rapidly indeed. In the 3rd, I destroyed the water supply buildings and let it grow without them. The idea of the latter two was to study the effects if rapid growth rate with and without water buildings, the first was to gauge any differences between a 30,000-man city with and without adequate water supply.

    As with a number of such studies, I'm badly hampered by the intrinsic rounding in the game. For instance, a squalor level of 10% could mean as little as 5.01% (if they round up) or as much as 14.99% if they round down. Even assuming that they round to the nearest 5%, that’s still +/-2.5% either way. This makes it very difficult to determine if the relationship between factors is linear or just slightly non-linear, as that level of error essentially makes observation at the lower end highly suspect.

    [*] In another post, I concocted a formula to estimate garrison bonus. Here I can show it working (the garrison was 5 80 man units):

    -2.8 + 701*(80*5/4500) = 60%
    -2.8 + 701*(80*5/30000) = 6.4%

    NB: These calculations only hold true for large units sizes. The game appears to scale the garrison effect according to the average size of the units in the game. So two units of Hastati have the same relatively effect from small to huge unit sizes. Ergo you need to scale appropriately. Multiple the result of the equation by the following factors to get the right result:
    • 4 for small
    • 2 for normal
    • 0.5 for Huge
    Last edited by therother; 10-01-2005 at 01:02. Reason: Collating data from subsequent studies
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  2. #2
    Research Shinobi Senior Member Tamur's Avatar
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    Default Re: A short investigation of squalor

    Quote Originally Posted by therother
    Right, I think I've earned my pint this evening...
    Ha, that's certainly true! Ingenious methodology there, nice work.
    Last edited by Tamur; 10-10-2004 at 23:38.
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    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: A short investigation of squalor

    Excellent work, therother. Have another pint from me.

    So, "happy" buildings (other than the "city hall" buildings you describe") do nothing to curb squalor. They only delay squalor's ill effects.

    As I wrote on another forum, the usual formula is an ounce of prevention is better than a pound of cure. Maybe the "formula" with squalor is one ounce per ton.
    Last edited by Doug-Thompson; 10-08-2004 at 23:20.
    "In war, then, let your great object be victory, not lengthy campaigns."

  4. #4

    Default Re: A short investigation of squalor

    By 1%, do you mean 1% population growth bonus or 1% public order.

    From my observations, squalor goes up faster the lower your base government building is. I'm not sure whether it's because later buildings have a fixed reduction in squalor or increases the population required to add another point of squalor. I'm currently leaning towards the latter.

  5. #5
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: A short investigation of squalor

    Quote Originally Posted by andrewt
    By 1%, do you mean 1% population growth bonus or 1% public order.
    Well, I'm not sure what you mean. Are you referring to this, "1% squalor increase equates to 300 extra men." By that I mean that you will get another squalor icon, which represents 5%, every 1500 men. But I'm about to expand on that massively, as it seems to be much more complex than that, so watch this space.

    Edit: Sorry, I have just got what you meant. I was so engrossed in what I was doing that I just missed what you were saying. I mean 1% public order.

    Quote Originally Posted by andrewt
    From my observations, squalor goes up faster the lower your base government building is. I'm not sure whether it's because later buildings have a fixed reduction in squalor or increases the population required to add another point of squalor. I'm currently leaning towards the latter.
    As am I.
    Last edited by therother; 10-09-2004 at 05:17.
    Nullius addictus iurare in uerba magistri -- Quintus Horatius Flaccus

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  6. #6
    Member Member Inuyasha12's Avatar
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    Default Re: A short investigation of squalor

    NOTE: If you want to get architect vice take your general and build several watchtowers and/or forts. He will earn it in no time. I found this out while building watchtowers along my border with one general.
    A man's real possession is his memory.In nothing else is he rich,in nothing else is he poor
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  7. #7
    Alienated Senior Member Member Red Harvest's Avatar
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    Default Re: A short investigation of squalor

    Doesn't "architect" and such come from the academy? I'm not really sure what the building does...I assumed it gave me some nice ancillaries. Some of my really high management, high influence, high star types seem to have no squalor, despite decent populations.

    I've wondered if squalor builds on itself? Seem like you should be rewarded for doing early public water works, roads, walls, and city govt upgrades. On the otherhand, if you did them late it should be slow to fall. Squalor begets squalor.
    Rome Total War, it's not a game, it's a do-it-yourself project.

  8. #8
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: A short investigation of squalor

    Very interesting post.

    I believe you're over-complicating garrison effects. however. I'm pretty sure it's just 0.5% pop for 5% order, up to 80% max effect.

    Edit: actually it's more like 0.4 or 0.45% pop for 5% order, but at low levels and normal+ unit size, that's pretty much the same thing.

    At least that's what I got when i played around with it a while ago. The relationship does seem to be linear, whatever the precise constant and rounding method. I usually multiply pop% by 12, round up at 2.5 increments, and get the right figure.

    Quote Originally Posted by therother
    For those not enamoured with details, here are my conclusions from a few tests, qualified by the fact that I manipulated the game a little.

    Conclusions
    • I can confirm, categorically, that the various Temples of Juro (and I suppose other 'growth' temples), and the water supply buildings, both have no effect on squalor itself. Squalor seems to be a factor that is only related to city size, and government building. However, they do counter its effects on public order (via health and culture), whilst farms counter the decrease in growth rate.
    • Only the Government buildings and certain Governor traits and ancillary characters, seem to affect the level of squalor, given a constant population. The ancillary characters Geomancer (+1) and Architect (-1) both affect squalor if they are in the governor’s retinue, as well as a number of his traits: alleviators include the Natural Philosophy, Kind Ruler and the Good Builder lines, each varying from 1 to 3 (5 to 15%) in effect depending on the level you reach along those trait lines. The prim and proper trait also affects squalor, reducing it by 1. Traits that add to the problem include the Bad Builder, Miserly, and Cheapskate lines; again their affect is from 5 to 15%, only this time in the wrong direction.
    • The growth of squalor appears to be linear, at a rate of approximately 1% per 300 men, assuming you have constructed the appropriate level Government building. EDIT: The situation is slightly more complex than this. See later on.
    • You seem to get a fixed penalty if don't construct the available government building, rather than a compounded one, but that requires more in-game testing to be sure.
    • I can also confirm the reports of others that the Imperial Palace is indeed the trigger for Old Marius to reform the Legions, as I got to train Legionaries on the first turn! There may be a secondary date trigger as well though.


    Methodology

    All right, here's what I did:

    I started a Brutii game, medium setting. I gave myself a large injection of cash > 1,000,000 denarii. I set all tax rates to normal. Removed both governors from my two cities, and then gave Tarentum a population of 30,000 men from 4,500. I only improved growth buildings (using process_cq), and monitored for squalor.

    Immediate effects:

    Squalor: 15% > 125%
    Growth rate: 2% > -21%
    Garrison: 60% > 5%[*]
    Taxes: 772>1224 (58.5% increase)
    Trade: 238>307 (28% increase)

    Constructed: Latifunda, Curia, Pantheon of Juro, and an Arena (for public order, daily games)

    Squalor: 100%
    Growth rate: -0.5%
    Garrison: 5%
    Taxes: 1224
    Trade: 530

    The reduction of squalor came when I constructed the Government buildings, 5% for Pro-Consuls/ 20% for Imperial palace (remember my population is now 30,000)

    In my other city, Croton, I did three experiments. In the first one, I increased the population from 4,300 to 30,000, but I then immediately constructed all the growth and water supply buildings. In the 2nd, I did the same, only I then reduced the population back to the 4,300 level and let it grow very rapidly indeed. In the 3rd, I destroyed the water supply buildings and let it grow without them. The idea of the latter two was to study the effects if rapid growth rate with and without water buildings, the first was to gauge any differences between a 30,000-man city with and without adequate water supply.

    As with a number of such studies, I'm badly hampered by the intrinsic rounding in the game. For instance, a squalor level of 10% could mean as little as 5.01% (if they round up) or as much as 14.99% if they round down. Even assuming that they round to the nearest 5%, that’s still +/-2.5% either way. This makes it very difficult to determine if the relationship between factors is linear or just slightly non-linear, as that level of error essentially makes observation at the lower end highly suspect.

    [*] In another post, I concocted a formula for garrison bonus. Here I can show it working (the garrison was 5 80 man units):

    -2.8 + 701*(80*5/4500) = 60%
    -2.8 + 701*(80*5/30000) = 6.4%

    Right, I think I've earned my pint this evening...


    Major edit

    Tabulated below are the population levels, for each Government building, for each level of squalor.

    Sq%: Public order penalty from squalor. To get the growth penalty, divide by ten.
    GV = Corresponding population level for settlement with the Governor's Villa.
    GP = Corresponding population level for settlement with the Governor's Palace.

    Code:
    Sq%	GV	GP
    5	1500	1500
    10	3000	3000
    15	4250	4500
    20	5000	6000
    25	5750	7500
    30	6500	9000
    35	7250	10500
    40	8000	12000
    45	8750	12750
    50	9350	13500
    55	9500	14250
    60	9700	15000
    65	10050	15750
    70	10250	16500
    75	10400	17250
    80	10750	18000
    85	10900	18350
    90	11100	18700
    95	11450	18750
    100	11750	19050
    105	11800	19400
    110	12150	19500
    115	N/a	19750
    120	12500	20100
    125	12850	20250
    130	13200	20450
    135	13250
    ...
    NB: There is a limit on the amount of disorder that squalor can cause. This seems to be 125%. I don't believe there is, in any practical sense, a similar limit for the growth rate penalty.

    See posts further down the thread for explanation of the figures in this table
    Last edited by Dorkus; 10-09-2004 at 15:58.

  9. #9
    Typing from the Saddle Senior Member Doug-Thompson's Avatar
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    Default Re: A short investigation of squalor

    Does the training of units effect squalor more than it effects the general population?

    For instance, I send a bunch of ships that need retraining to a port of a city with lots of squalor. A total of 300 or so "sailors" are taken from the general population.

    However, does the squalor go down for 300 population at a fixed rate, or do the people living in squalor "get a job" in the navy, thereby reducing squalor more?
    "In war, then, let your great object be victory, not lengthy campaigns."

  10. #10
    Senior Member Senior Member Dorkus's Avatar
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    Default Re: A short investigation of squalor

    Quote Originally Posted by Doug-Thompson
    Does the training of units effect squalor more than it effects the general population?

    For instance, I send a bunch of ships that need retraining to a port of a city with lots of squalor. A total of 300 or so "sailors" are taken from the general population.

    However, does the squalor go down for 300 population at a fixed rate, or do the people living in squalor "get a job" in the navy, thereby reducing squalor more?
    don't think it makes a difference. pop is pop. note that 300 men will not affect squalor at all (unless you're on the marign), since the game moves in 5% increments.

  11. #11
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: A short investigation of squalor

    Hmm, just starting a more conventional examination of squalor, trying to clarify the relationship between population, squalor and the effect of the 'Town Hall'. I'm still running it, but I thought I should air my preliminary findings/suspicions.

    The problem with the previous investigation was that I never studied the development of squalor with anything lower than an Imperial Palace. With the top level of governance, does seem that a 1% squalor increase equates to 300 extra men.

    However, it's becoming clear that is not the case for the lower buildings. It seems to me, from the raw data I'm collecting, that the ratio is closer to ~150 men to 1% increase in squalor. I suppose this is what the game means that squalor will go out of control if you don’t upgrade the governor's residence!

    There are still some a few questions I have. I'm going to upgrade one of my cities, whilst leaving the other to rot with just the Governor's Villa. Hopefully I can more sharply determine the rates, as there are huge error bars on the gradient at the moment!

    PS Cheers Tamur and Doug-Thompson. I was due a Deuchars (obligatory, parochial alcohol reference).
    Nullius addictus iurare in uerba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

  12. #12
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Squalor

    Growth rate penalty is capped at 25%, which is reached at a population of 61500 (with the Imperial Palace). Updated first post with the info.
    Nullius addictus iurare in uerba magistri -- Quintus Horatius Flaccus

    History is a pack of lies about events that never happened told by people who weren't there -- George Santayana

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