Following complaints that "blitzing is too easy - sacking gives more cash than economy !", I set out to figure out how sacking worked exactly. My initial assumption was that the game took the overall population of the captured city, substracted the dead, and gave the rest as florins, plus a bonus for buildings damaged/destroyed in the sack and/or settlement type.
I was wrong. Again.
Research Protocol
I used York as my testbed, because it's always captured by Rufus' army with autocalc. First I captured it on vanilla settings. Then I put a great_market in it and took it. Then I gave it walls and took it. Then I set it back to an empty village, gradually increased population and took, took, took it. All of those are in new campaigns each time obviously.
Results
Money gained from sacking is the same wether York is an empty village, a village with great_market, or an empty Town (with wooden walls). The Great_Market is destroyed each time.
Population-dependant results are a bit more complicated. Here's the data for sacks :
Population Sack money Pop. killed %money/pop %killed 800 240 168 30% 21% 1.500 800 315 53,3% 21% 3.000 2.000 630 66,6% 21% 5.000 3.600 1.050 72% 21% 10.000 7.600 2.100 76% 21% 15.000 11.600 3.150 77,3% 21% 20.000 15.600 4.200 78% 21% 30.000 23.600 6.300 78,6% 21% 60.000 47.600 12.600 79,3% 21% 100.000 79.600 21.000 79,6% 21%
and here's the date for exterminations :
Population Cash made Pop. Killed %money/pop %popkilled 800 120 300 15% 37.5% 1.500 400 1.000 26.6% 66.7% 3.000 1.000 2.250 33.3% 75% 5.000 1.800 3.750 36% 75% 10.000 3.800 7.500 38% 75% 15.000 5.800 11.250 38.7% 75% 20.000 7.800 15.000 39% 75% 30.000 11.800 22.500 39.3% 75% 60.000 23.800 45.000 39.7% 75% 100.000 39.800 75.000 39.8% 75%
From this, we learn 4 things :
- Extermination money is exactly half sack money, for 3.5 times the citizen killed
- killed citizen are linearish (the turning point is probably 2k)
- cash made by killing them isn't linear at all. Sacking converges towards 80%, Extermination towards 40%.
- thus, there's no relation between the two.
Further tweaking
As I said in another post, I just found out about two variables in the descr_campaign_db.xml, sack_money_modifier and exterminate_money_modifier. sack_money is set to 0.4 by default, exterminate_money is 0.5
I set sack_money to 0.8, and redid the test.
As expected, sacking now made twice as much cash, for all pop values. As not-expected-at-all, so did extermination.
I set it back to 0.4, set extermination_money to 1.0, redid the test.
This time, sack money was back to normal, and extermination money doubled, effectively making it on par with sacking.
In neither tests did the amount of dead people rise.
So despite their similar names, sack_money_modifier deals with how much money is made when taking a city, and extermination_money_modifier is in fact applied afterwards in the specific case of genocide. There doesn't seem to be a separate one for occupy, as is occupying gives the same amount genocide does.
But, and this is the important point here : it's perfectly doable to make blitzkrieg less viable financially, by tweaking a single variable. Setting it to 0.1 should be about adequate, I think. That said, I've been playing LTC for a long time now, and I don't really recall the population and pop.growth figures of the vanilla game, so 0.1 may be a bit extreme ?
Discuss.
EDIT : I just realized that cash for sacking is about equal to 2*population*sack_money_modifier. The difference must come from the same reason trade and taxes numbers don't exactly add up, i.e. lotsa rounding.
But this formula makes figuring out the right modifier easier.
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