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Posts: 3/29
(19-Nov-2004 at 18:02)
Building D-Efficiency Formula

Just so you guy can get it into the next version of angel.
Building% * BE * Building Mod * (1 - Building% * BE * 2/3) = effect
#1  
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Posts: 11/17
(22-Nov-2004 at 11:44)
Re: Building D-Efficiency Formula

Quote:
(Originally posted by Reyals140)

Just so you guy can get it into the next version of angel.
Building% * BE * Building Mod * (1 - Building% * BE * 2/3) = effect
What does this mean?

For me, looking at schools, the following seems to work well:

Mod schools = %schools*BE/100

I.e. you must multiply your building percentage with your BE (1.200 for 120.0% BE, 0.975 for 97.5% BE)

Is it really more complicated than that?
#2  
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Posts: 12/29
(23-Nov-2004 at 02:25)
(1 - Building% * BE * 2/3) means that for each % you have of a building, its effect is decreased with 0,67 %.

And yes, that is the way some buildings work on the Genesis server.
#3  
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Posts: 12/17
(24-Nov-2004 at 09:12)
Quote:
(Originally posted by Parnyman 2)

(1 - Building% * BE * 2/3) means that for each % you have of a building, its effect is decreased with 0,67 %.

And yes, that is the way some buildings work on the Genesis server.
Aha, ignore my post then. Thought it was something new on BF/WoL.
#4  
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Posts: 32/36
(24-Nov-2004 at 11:57)


It might just be my lack of math skills, but I've tried that formula 20 times, and cannot get it to give me the correct answer.

Right now I have:

14.1% Armouries: 26.10% Lower Military Training Costs

What would it become if I raised it to 25%?

When a man lies, he murders a part of the world.
These are the pale myths that men miscall their lives.
All this I cannot bear to witness anylonger.
Cannot the kingdom of salvation take me home?
#5  
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Posts: 13/29
(24-Nov-2004 at 15:48)
with out knowing your BE I'll have to guess it's 105%
.141 * 1.05 * 2 * (1 - .141 * 1.05 * 2 / 3) = .2669
Which is 26.69% it's not equal to your 26.1 because of rounding errors with the 14.1% arms you should use #ofArmouries/TotalLand to get the exact number.

Anyway to see what you'll have at 25%

.25 * 1.05 * 2 * (1 - .25 * 1.05 * 2 / 3) = .433125
or 43.31%
#6  
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Posts: 20/51
(13-Dec-2004 at 13:14)
Building% * BE * Building Mod * (1 - Building% * BE * 2/3) = effect

Looking at the graph it the effect at some point starts going down again, how does that make sense?

At around 85% of one building i mean.
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Posts: 14/29
(14-Dec-2004 at 16:10)
It doesn't make sense, but you're not supposed to run that many of one building anyway.
#8  
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Posts: 21/51
(16-Dec-2004 at 21:35)
No i realize that, just a weird kind of screwup from mehuls side if you ask me, was just wondering if i was looking at it wrong. The discovery of the formula, did someone try actually having more than 85% of one building, or how exactly was that figured out?
#9  
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(Posted as Daan4)
(User is Banned)
Posts: 8/28
(17-Dec-2004 at 18:27)
stupid little question

I understand your calcs, the way they are made..but uh what is the Building Mod? i know what a building is..and what mod means..but what is it together? plz reply on this!
thnx!
#10  
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(Posted as psleeeric)
Posts: 3/177
(18-Dec-2004 at 05:37)


Building Mod is the Modifier that 1% of a building gives.

Example: Hospitals reduces losses by 4% per 1% of building and raises birthrates by 4% per 1% of building

Hence: Efficiency of 10% hospitals (@100% BE):

Effect: 0.1 * 1 * 4 * ( 1 - 0.1 * 1 * 2/3 ) = 0.3733

Hence 10% hospitals at 100% BE reduces losses by 37.33% and raises birthrates by 37.33%
#11  
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Posts: 4/10
(19-Dec-2004 at 17:48)
here is a tabulation of buildings at percentages of 5

it is assumed taht you have 100% BE
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#12  
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Posts: 5/10
(19-Dec-2004 at 18:06)
here is a tabulation of buildings at percentages of 5

it is assumed taht you have 100% BE
Attached Images
File Type: jpg utopia.jpg (146.2 KB, 39 views)
#13  
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Posts: 5/132
(27-Dec-2004 at 17:25)
Re: Building D-Efficiency Formula

Quote:
(Originally posted by Reyals140)

Just so you guy can get it into the next version of angel.
Building% * BE * Building Mod * (1 - Building% * BE * 2/3) = effect
This would be WRONG!

Try:

Building MOD * BE * ( Building% - ( Building%^2 - Building%) / 100) = effect
#14  
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Posts: 20/29
(28-Dec-2004 at 19:55)
Quote:
(Originally posted by PackMan97)

This would be WRONG!

Try:

Building MOD * BE * ( Building% - ( Building%^2 - Building%) / 100) = effect
That's not even close to being right.
1.25*1*(.45-(.45^2-.45)/100)=56.559375%
That's wrong

Don't try to fix my forumla it works in every case. If you can't get it to work it's your fault not the formula's fault.
#15  
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Posts: 103/118
(29-Dec-2004 at 15:12)


Reyals140, your formula is right for Genesis. But the formula of PackMan97 is right for the comming age on Wol/BF.

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No images and certainly not this big.
#16  
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Posts: 6/132
(29-Dec-2004 at 15:29)
Quote:
(Originally posted by Sylvellior)

Reyals140, your formula is right for Genesis. But the formula of PackMan97 is right for the comming age on Wol/BF.
i'll settle for a tie
#17  
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Posts: 23/29
(29-Dec-2004 at 15:36)
Quote:
(Originally posted by PackMan97)

i'll settle for a tie
But I won't :P
The new forumla for WoL/BF is
effect=BE*Building%*BuildingMod*(1-Building%)
#18  
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Posts: 4/24
(31-Dec-2004 at 09:27)
Ok, so if I am understanding this correctly...

(assuming 100% BE for simplicities sake)

in order to get the maximum effects out of a building, you must have 50% of your land dedicated to that building...

also, if you use 100% of your land on one building, you will get ZERO effect from it, as that formula implies a multiplication by 0 for 100% building%...

now as an example for hospital military losses... plz tell me if I am doing this correctly...

BE= 100
building%= 15%
BuildingMod= 4

100*.15*4*(1-.15)= 51

that 51 is the % reduction in military losses correct?
#19  
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(Posted as psleeeric)
Posts: 15/177
(31-Dec-2004 at 09:49)


I believe this is the correct building effect formula for the Age of Courage

Building effect: Building % * (100 - % number) * building modifer * BE

Example: 1% banks @ 100% BE
1% = 0.01 * (100 - 1) * 1 * 1 = 0.99
2% = 0.02 * (100 - 2) * 1 * 1 = 1.96
3% = 0.03 * (100 - 3) * 1 * 1 = 2.91
and so on ...
At 50%, we get max 25 times effect and over 50%, we get less than 25 times
#20  
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