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    Master of useless knowledge Senior Member Kitten Shooting Champion, Eskiv Champion Ironside's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by amritochates
    In case of LEV1_INCOME and CATHEDRAL_INCOME you get about roughly 55%of the amount mentioned in the income column- ex. a figure of 400 will generate about 208 florins.
    It's 52%. Afaik it has to do with the number of week during a year. Most likely a relic from some point of the development.
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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Game mechanics questions

    where the distances are measured from.
    Good question... from my observations I believe they're measured from the unit flag. Often there will be part of a unit "in range" ie you get a green arrow over the ground, but red over the unit, until the unit flag comes within range, at which point the cursor goes green. So although individual men may well be well within range you still can't target them - this is especially noticeable when playing with large/huge units.
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by Ironside
    It's 52%. Afaik it has to do with the number of week during a year. Most likely a relic from some point of the development.
    Interesting. That's for both the mines and churches? I wonder if this is a leftover byproduct of STW's seasons.
    Quote Originally Posted by macsen rufus
    Good question... from my observations I believe they're measured from the unit flag. Often there will be part of a unit "in range" ie you get a green arrow over the ground, but red over the unit, until the unit flag comes within range, at which point the cursor goes green. So although individual men may well be well within range you still can't target them - this is especially noticeable when playing with large/huge units.
    That's what I was thinking as well. The skirmish distance might also be computed by the unit flags, I've seen the ends of units come pretty close before the pull back starts, when units aren't parallel to each other.
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    More building questions:

    10. Valour bonuses and building lines. I'll use VI as an example, since there are more cases here. The Bowyer line has the Butts, Bowyer, and Bowyer's Workshop. The Gnome Editor has the following under Troop upgrades:
    Code:
    "{}, {UPGRADE_VALOUR(1)},{UPGRADE_VALOUR(2)}"
    So this would lead me to believe that units available with the Butts would get +1 with a Bowyer, and +2 with a Bowyer's Workshop (this is what the tech tree says anyway). However, it's not clear what happens when the Bowyer is needed to produce a troop (Mounted Crossbows) and the higher level building is present. Does the engine figure the valour difference between the required build level and the top level building?

    (Might not be the best example, since Mounteds require another building line...)

    11. Building line bonus replacements (this one has come up recently I think). Again using VI, I'll use the Church line. The happiness bonus for the Church line is listed as "10, 20, 30". My assumption is that each upgrade replaces the previous building in the line, so a Catholic Chapel gives 20%, not 10% + 20%. Is this right?

    Then comes the Cathedral, which is a separate building line. It has a 40% happiness bonus. Does the Cathedral replace the Church, for a 40% total, or do they co-exist for a 30% + 40% bonus?
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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Game mechanics questions

    The valour bonuses do work pretty much as you say If a unit requires the "v1" building (eg bowyer) then it will have a +1 bonus in the "v2" building (eg bowyer's workshop).

    Where two building lines are required, then the one listed first in the unit_prod entry is the one that gives the valour bonus. So if you had a unit needing a swordsmith and spearmaker, you could set the valour bonus to come from either building: for a swordsmith-line bonus you would enter (swordsmith, spearmaker) and reversing this would give the bonus from the spearmaker line.

    The exception to this is for cavalry, where the horse breeder line always gives the valour bonus.

    The happiness bonuses do work on a "replacement" basis when a building is upgraded, but where different building types are available they should be cumulative. So church replaces chapel, but a cathedral is extra
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by macsen rufus
    The valour bonuses do work pretty much as you say If a unit requires the "v1" building (eg bowyer) then it will have a +1 bonus in the "v2" building (eg bowyer's workshop).
    Of course, VI being what it is, has to add a quirk. The Royal_Palace building line has this:
    Code:
    "{},{UPGRADE_VALOUR(1)},{UPGRADE_VALOUR(1)}"
    So the Mead Hall gives +1 valour to the Drinking Hall-enabled troops. Does the Royal Palace give +1 to Mead Hall troops (Gallowglasses, Dartmen, Beserkers)? Or are they not affected because there is no increase from their required level?
    Quote Originally Posted by macsen rufus
    The happiness bonuses do work on a "replacement" basis when a building is upgraded, but where different building types are available they should be cumulative. So church replaces chapel, but a cathedral is extra
    That's what I thought. It's logical, since the building lines determine what shows up in the existing buildings window for a province. Thanks for the verification.


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    Second-hand chariot salesman Senior Member macsen rufus's Avatar
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    Default Re: Game mechanics questions

    "{},{UPGRADE_VALOUR(1)},{UPGRADE_VALOUR(1)}"
    This means that level 2 gives a +1v to troops from lvl 1 building, level three gives +1v to troops from level 1 or level 2 - it does this so the level three doesn't give another valour boost to the lowlier units.

    Hope that's clearer than I think it is
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    Needs more flowers Moderator drone's Avatar
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    Default Re: Game mechanics questions

    Quote Originally Posted by macsen rufus
    This means that level 2 gives a +1v to troops from lvl 1 building, level three gives +1v to troops from level 1 or level 2 - it does this so the level three doesn't give another valour boost to the lowlier units.

    Hope that's clearer than I think it is
    Not really. Let's say the Royal Palace actually had +2, how does the game know that Gallowglasses get +1 at level 3, and Kerns get +2? It's the inconsistentcy that's bugging me here. With levels 2 and 3 giving +1 in the game, I just can't see how it's programmed. I'm not saying it doesn't do what you say, I just can't figure out why.
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