edit: double-post removed
edit: double-post removed
"Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller
Hey Tamur,
Nice start there! I'll try to chip in if I canI'll have to do some test myself later. A couple of quick comments though:
1. Isn't the effect instantaneous? (after you pull out a governor?)
2. How about comparing goods traded from one province to the other? There's a trade detail screen there that breaks down Imports and Exports so I guess you can track the trade income there.
3. I think you have to use un-governored towns and and normal tax just to get the basic data, because governors introduce alot of additional factors there.
Also do you mean to say, you want to get an equation involving the tax income? I'd like to find a trend for that too!
Right now, I've looked at corruption like therother, however, one thing I'm frustrated with is the lack of equation that I can tie with the in-game data. For example: 25% distance always get ~ 16% corruption. 20% distance get ~14% etc but putting a legible equation, I've no such luck.
Anyway, drop some more info once you find some and hopefully, we all can cull resources.![]()
Bob Marley | Burning Spear | Robots In Disguise | Esperanza Spalding
Sue Denim (Robots In Disguise) | Sue Denim (2)
"Can you explain why blue looks blue?" - Francis Crick
In the first instance, yes, but there may be additional effects of having a good governor in situ for a significant period. I've not found any, admittedly, but that doesn't mean they don't exist.Originally Posted by Quietus
Problem is that it's difficult to calculate what each good makes by itself, as the trade description screen just gives you totals.Originally Posted by Quietus
Yes, this reductionist method seems to be the best at the moment, as there appears to be very few (if any) compounded effects. That is to say that 10% to tax income means 10% to the base income, not 10% on top of the current tax income.Originally Posted by Quietus
Well this thread should help you get started.Originally Posted by Quietus
Really? Could you send me the data? A word of warning though: make sure you have no Governors with Law traits/characters or Law buildings. Also make sure you take the total income, not the net income the game displays.Originally Posted by Quietus
The equation I've derived for corruption is not easy to remember, but as a rule of thumb, there is no corruption for 16 squares around the capital, then corruption increases by 8% per 10 squares to ~65% (or ~100 squares) where it is capped.
Last edited by therother; 10-19-2004 at 01:47.
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
Very interesting post, thanks!
This is *extremely* interesting.2. Unexpected: building traders and trader upgrades in neighbouring provinces ups trade income.
Out of all four trader completions and market upgrades I was able to do, the province building the upgrade or adding the trader did not see a major increase in trade income. Instead, a single neighbouring province saw a spike in their trade income.
For example, in the summer of 267 I finished a trader in Ariminum. Ariminum's income from trade went from 580 to 586 (+6). In the same turn, Arretium's trade income went from 344 to 544 (+200!), and remained at that level or greater for the rest of the game.
I'm wondering what effect Roads are having in your results.
Did both Ariminum and Arretium have the same level of Roads? Just wondering if there might be some unaccounted for factor resulting in the descrepency.
Something that also *might* be accountable, is whether they both Provinces built Traders and the Trader Upgrades *simultaneously*. Specific to the example above, could it be that Arrretium had a Trader build for a longer period of time than Ariminum, which might account for the discrepency?
Just curious, great info to ponder, thanks again, I'm going to watch this very closely from now on.
[EDIT:] Also, were the Roads build *simultaneously*?
Last edited by ToranagaSama; 10-19-2004 at 15:47.
In Victory and Defeat there is much honor
For valor is a gift And those who posses it
Never know for certain They will have it
When the next test comes....
The next test is the MedMod 3.14; strive with honor.
Graphics files and Text files
Load Graphics 1st, Texts 2nd.
I might join your efforts soon, Tamur
Will keep track of my next campaign, possible with the punic trading power to increase our data...
Let us collect the factors which possibly influence the trade:
Quantity and Quality of the trading goods of the trading partners
Level of the market buildings of the T.P
Level of the port and the T.P
Distance of the trading partners, both on the sea and the land
Quality of the roads and of the T.P
Trade Agreement
Taxes of the trading partners
Population of the T.P
Managment skill of the Governor
So a load of possible factors, so a cheat to which allows you to control also the cities of the TP might be helpful...
In the meantime we could formulate a hypothesis, I'm working on it..
OA
Cicero, Pro Milone"Silent enim leges inter arma - For among arms, the laws fall mute"
Just a couple of things from memory (I'm at work)....
Right at the beginning of my latest game (Vh/M Juliiiiiii) I ran a couple of tests to see the effects of the various buildings.... from what I remember.
The first level of trader / market thingy gave a 10% boost to all trade, be it land or sea based.
The first road upgrade (from basic to paved I think) literally DOUBLED land based trade income!
Adding a market meant having more goods appear in the import section of trade and made no impact on sea based trade (don't know if this would impact on sea after on with more trade rights granted)
Adding a port made no difference to income levels but it added sea imports and exports which provided additional income.
edit - I think it's really important that we get this daa between us. To know exactly what impact the various economic buildings have on income will be invaluable for a VH campaign with difficult factions......![]()
Last edited by maestro; 10-19-2004 at 16:35.
Isn't it funny how people trash God and then wonder why the world's going to hell?
Blast!Originally Posted by ToranagaSama
I've been searching my office for the papers I wrote everything down on, but no luck, it's gone. I'll have to re-run this experiment and get everything down again where I can find it.
It sure SEEMS like Ariminum and Arretium both had Paved Roads until something like 264 -- this was before I knew about how to start a campaign with all the cash in the universe, so progression was slow.
Sigh. Guess I'll have to play more...
![]()
"Die Wahrheit ruht in Gott / Uns bleibt das Forschen." Johann von Müller
Here you go therother. No governors, no law buildings, no rebels/enemies (just to be safe), normal tax. I put down trade, taxes, farms and mining income as well as other variables, however, i'll just type the total income since it will be messy to look at.
Prov. (TotIncome)(Corruption)(%Distance)(%Corruption)
Lug (2034)(203)(15)(10)
Mas (3259)(289)(15)(8.9)
Luv (1306)(104)(15)(8.0)
Car (2857)(257)(15)(9)
Nar (3994)(559)(20)(14)
Aq (1828)(255)(20)(14)
Tri (745)(119)(25)(15.8)
Mog (1334)(226)(25)(17)
Ales (2348)(375)(25)(16)
Cart (4767)( *)(25)(16)
Osc (3893)(1012)(35)(26)
Tha (3705)(963)(35)(26)
Iaz (1729)(449)(40)(26)
Por (2117)(592)(40)(28)
Cir (3713)(1076)(40)(29)
Get (2322)(928)(55)(40)
Num (2970)(946)(55)(38)
I didn't include other provinces with rebels, as well as province I can't compare with "%distance" wise. Total income, of course, is income before any deduction (devastation, corruption, army, generals/agents).
*I missed writing number down. I'll check the game again since this is from paper.
Bob Marley | Burning Spear | Robots In Disguise | Esperanza Spalding
Sue Denim (Robots In Disguise) | Sue Denim (2)
"Can you explain why blue looks blue?" - Francis Crick
Thanks Quietus. Those numbers look okay, with one proviso - what is this per cent distance? My equation uses squares. For instance, if my formula is right, then Lug should be ~28 squares away from your capital. You can get coords using the show_cursorstat RomeShell command. It's then a case of simple trig to get the distance.Originally Posted by Quietus
EDIT:By %distance, do you mean the PO penalty for being away from the capital?
Last edited by therother; 10-20-2004 at 03:59.
Nullius addictus iurare in verba magistri -- Quintus Horatius Flaccus
History is a pack of lies about events that never happened told by people who weren't there -- George Santayana
Bookmarks