Results 1 to 17 of 17

Thread: Investigation of Devastation

Threaded View

Previous Post Previous Post   Next Post Next Post
  1. #9
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
    Join Date
    Feb 2004
    Location
    UK
    Posts
    2,639

    Default Re: Eureka! A Devastation Breakthrough!

    Ah, it seems I have more data with me than I thought. Luckily I'm in an expansion phase of my current game, so a number of my provinces that have devastation for one reason or another.

    Code:
     
    Farming	RepDev	Tiles	CalcDev	Diff(Reported-Calced Dec)
    456	95	2	91.2	3.8	
    340	34	1	34	0	
    240	24	1	24	0	
    836	83	1	83.6	-0.6	
    912	373	4	364.8	8.2	
    684	143	2	136.8	6.2	}Same city, only
    760	159	2	152	7	}building farms
    544	326	6	326.4	-0.4	
    408	244	6	244.8	-0.8
    [The last two are yours.]

    As you can see, your equation works pretty well, especially for those settlements with only one tile affected and who had a normal harvest.

    There is a discrepency for high tile numbers though, including in your own example (244/40.8) = 5.98 (*)

    Quite what is causing the slight aberation, I don't know. Perhaps it has to do with difficulty level, harvest, length of devastation time, etc.

    (*) You got a little mixed up with your example in your last post. Threw me for a bit.

    Edit: Perhaps I should make clear how I calculated CalcDev, in case I have messed it up.

    CalcDev = 0.1* Farming Income*Number of Tiles affected
    Last edited by therother; 10-13-2004 at 17:34.
    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

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •  
Single Sign On provided by vBSSO