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  1. #7
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Some Basic Experiments with Economy

    Quote Originally Posted by Quietus
    1. Isn't the effect instantaneous? (after you pull out a governor?)
    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.

    Quote Originally Posted by Quietus
    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.)
    Problem is that it's difficult to calculate what each good makes by itself, as the trade description screen just gives you totals.

    Quote Originally Posted by Quietus
    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.
    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.

    Quote Originally Posted by Quietus
    Also do you mean to say, you want to g et an equation involving the tax income? I'd like to find a trend for that too!
    Well this thread should help you get started.

    Quote Originally Posted by Quietus
    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.
    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.

    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.
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