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  1. #1
    Member Member hoom's Avatar
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    Default Re: Eureka! A Devastation Breakthrough!

    ...or they just haven't worked out that that works yet...
    maybe those guys should be doing something more useful...

  2. #2

    Default Re: Eureka! A Devastation Breakthrough!

    JeROME "Total War" Grasdyke! Our man! Thx for the clue, we hope it holds true!

    People, I'll do more test later, but here's how you folks can participate and do it yourself. There's a simple equation to Devastation, I propose:

    Devastation Value(after Trigger) = Base Devastation Value x Severity of Devastation
    Devastation Value(after Trigger) = BDV(S) where
    Trigger= base length of time an army parks in a tile where it causes devastation.
    Base Devastation Value = Is ALWAYS 10%Farm Income (for a single tile devastated).
    Severity of Devastation = Number tiles that are affected (as hinted by J).

    Thus, In my old example earlier:
    Lepcis Magna Farm Income: 408 denari
    Devastation Value: 244 denari
    Base Devastation Value: 40.8 denari
    Severity of Devastation is 6. I just found it out by rearranging the equation.

    DV/BDV = S = 244 denari/(10% of 408 denari) = 5.98 = ~6

    Please, check your games and see if this equation holds true. I will do the same. Or, if you find a better way, please, speak up.
    Last edited by Quietus; 10-14-2004 at 13:16. Reason: 544 denari should be 408 denari etc(hehe; mixed up copying from first post)

  3. #3
    Ricardus Insanusaum Member Bob the Insane's Avatar
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    Default Re: Eureka! A Devastation Breakthrough!

    Great stuff... Any idea how long it takes for the devastation to fade after you kick the squatters out???

  4. #4
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    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.
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  5. #5
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Eureka! A Devastation Breakthrough!

    Here's the figures for Medium and Very hard. Had less data here, so added grains of salt are suggested:

    Code:
    Farming	RepDev	Tiles	CalDev	Diff
    
    Medium				
    912	373	4	364.8	8.2
    684	143	2	136.8	6.2
    760	159	2	152	7
    Very Hard				
    775	317	4	310	7
    581	122	2	116.2	5.8
    640	135	2	128	7
    Formula works as well for different difficulties. Largely, I suspect, as farming income is affected by game difficulty, but devastation itself is not.
    Last edited by therother; 10-13-2004 at 19:20.
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  6. #6

    Default Re: Eureka! A Devastation Breakthrough!

    Cool therother! I guess it's down to figuring out the base time to trigger the devastation and the period of effect before it fades.


  7. #7
    Pet Idiot Member Soulflame's Avatar
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    Default Re: Eureka! A Devastation Breakthrough!

    Quote Originally Posted by therother
    Here's the figures for Medium and Very hard. Had less data here, so added grains of salt are suggested:

    TABLE

    Formula works as well for different difficulties. Largely, I suspect, as farming income is affected by game difficulty, but devastation itself is not.
    Well, it is, but indirectly (through farming). Funny enough, this would cause devastation to be lower (absolute numbers), because the farm income on higher difficulty is lower...
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  8. #8
    Research Fiend Technical Administrator Tetris Champion, Summer Games Champion, Snakeman Champion, Ms Pacman Champion therother's Avatar
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    Default Re: Eureka! A Devastation Breakthrough!

    Quote Originally Posted by Soulflame
    Well, it is, but indirectly (through farming). Funny enough, this would cause devastation to be lower (absolute numbers), because the farm income on higher difficulty is lower...
    Hmm, I kind of thought that's exactly what I just said? Was it ambiguous? I ask as that more or less how I'm writing it in the guide I'm currently preparing.

    Edit: Rereading, perhaps I should be clearer. I meant that Base Devastation Value, as Quietus calls it, doesn't rise on more difficult settings. Of course, the number of bandits and invading armies most certainly does...
    Last edited by therother; 10-14-2004 at 00:00.
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