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Posts: 10/14
(10-May-2008 at 22:29)
oops wrong acreage in prev post

Race: Human
Acres: 1175
% Libraries: 0
% Buildings Efficiency: 97.2%

Alchemy Points and Effect: 27,046 points, 8.4%
Tools Points and Effect: 2,514 points, 1.8%
Housing Points and Effect: 85,540 points, 6.9%
Food Points and Effect: 2,326 points, 11.4%
Military Points and Effect: 0 points, 0%
Crime Points and Effect: 0 points, 0%
Channeling Points and Effect: 5,967 points, 14.1%

Sciece Calculator shows...
Alchemy: 12.5%
Tools: 1.9%
Housing: 11.1%
Food: 11.0%
Military: 0%
Crime: 0%
Channeling: 14.7%
#21  
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Posts: 3/3
(12-May-2008 at 17:37)
human, 884 acres, 101.2% BE, 0% libs

alchemy 15,574 +7.3%
Tools 27,391 +7.0%
Housing 25,780 +4.4%
Food 9958 +27.3%
Military 2061 +2.4%
Crime 4892 +17.6%
Channeling 12,514 +23.5%

science calculator shows this:

7.6%,
7.2%,
4.6%,
28.4%,
2.5%,
18.3%,
24.5%


the numbers are correct for
956 acres. So there's no mistake in how the sci are relatively to each other, but in the general formula if you understand what I want to say
#22  
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Posts: 1/2
(13-May-2008 at 18:21)
17.5% Income (101,876 points)
7.9% Building Effectiveness (40,377 points)
7.5% Population Limits (85,967 points)
0% Food Production
0% Gains in Combat
24.2% Thievery Effectiveness (10,616 points)
21.8% Magic Effectiveness & Rune Production (12,416 points)



But the new angel shows:

18.2% Income (101,876 points)
8.2% Building Effectiveness (40,377 points)
7.8% Population Limits (85,967 points)
0% Food Production
0% Gains in Combat
25.2% Thievery Effectiveness (10,616 points)
22.7% Magic Effectiveness & Rune Production (12,416 points)

Weirder yet, when i paste the values are right, but when looking at the science calculator its the second set
#23  
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Posts: 2/2
(13-May-2008 at 18:23)
Eh sorry about double post. but have no libs, am 1016 acres and a human sage. My BE is 103%.
#24  
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Posts: 3/5
(15-May-2008 at 01:44)
The effects summary seems to be accurate now, but the science calc shows values that are higher than the actual;

Bonuses listed in Effects Summary;

11.6% Income (37,253 points)
6.5% Building Effectiveness (22,629 points)
5.1% Population Limits (32,891 points)
19.8% Food Production (5,036 points)
5.4% Gains in Combat (10,000 points)
16.3% Thievery Effectiveness (4,000 points)
21.8% Magic Effectiveness & Rune Production (10,286 points)

Bonuses listed in the Science Calc;

12.1% Income (37,253 points)
6.7% Building Effectiveness (22,629 points)
5.3% Population Limits (32,891 points)
20.6% Food Production (5,036 points)
5.6% Gains in Combat (10,000 points)
17.0% Thievery Effectiveness (4,000 points)
22.7% Magic Effectiveness & Rune Production (10,286 points)

Last edited by Odin Tyralothe, 15-May-2008 at 01:48.
#25  
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Posts: 1465/1633
(21-May-2008 at 04:49)


Race: Dwarf/Merchant
Acres: 1509
% Libraries: 0
% Buildings Efficiency: 125.8%

Alchemy Points and Effect: 108,774 points, 11.9%
Tools Points and Effect: 18,465 points, 3.5%
Housing Points and Effect: 112,748 points, 5.6%
Food Points and Effect: 51,521 points, 38%
Military Points and Effect: 0 points, 0%
Crime Points and Effect: 0 points, 0%
Channeling Points and Effect: 0 points, 0%

Sciece Calculator shows...
Alchemy: 11.9%
Tools: 3.5%
Housing: 5.6%
Food: 38%
Military: 0%
Crime: 0%
Channeling: 0%

Fear is the foundation of most governments
Five years of banning
04-Dec-2002 Starfriend Spamming
11-Dec-2007 Saint Sinner Off-Topic Post
Happy Wooden anniversary
#26  
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Posts: 13/13
(23-Jun-2008 at 21:58)


I still find faults with new updated angel.


91.5% BE
32.5% LIBS

[http://www.utopiatemple.com Angel v1.90 Beta 2]

Server: World of Legends (Age 39)
Books to Allocate: 0 books

** Effects Summary (Known Science Only) **
23.6% Income (100,000 points)
16.8% Building Effectiveness (100,000 points)
10.9% Population Limits (100,000 points)
57.9% Food Production (28,009 points)
21% Gains in Combat (99,986 points)
0% Thievery Effectiveness
0% Magic Effectiveness & Rune Production

** Science Points in Progress **
Food: 14,080 points in progress
Military: 14 points in progress

Check printscreeen of science calc below.
Attached Images
File Type: jpg scicalc.jpg (56.9 KB, 12 views)

First they ignore you, then they laugh at you, then they fight you, then you win.

Last edited by Aries SWE, 23-Jun-2008 at 22:01.
#27  
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Posts: 1/1
(30-Jun-2008 at 22:16)
Re: [WoL #39] Science Formulas

Originally Posted by Zachariah: View Post
This is what i have so far:

Formula= SQRT(ppa)*X*hbonus

hbonus = 1.25 for human, 1 (or ignored) for others.
ppa= point per acre

X = 1.4 for Alchemy (was 2)
X = 1 for Tools (was 1)
X = 0.65 for Housing (was 1)
X = 6.5 for Food (was 6)
X = ? for Military (was 1.25)
X = ? for Crime (was 6)
X = 5 for Channeling (was 5)

Of course these numbers are bound to be inaccurate for the moment
can someone tell me what does SQRT means? thanks
#28  
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Posts: 11/12
(03-Jul-2008 at 17:43)
SQuareRooT
#29  
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Posts: 60/85
(17-Aug-2008 at 19:54)
Yeah, square root, that's how you make a square root in excel

And i now realize i forgot the lib bonus, but that one is quite straight forward as well, just multiply it with that at the end.

New research show no change in science values this age, didn't get any mil, crime or channeling yet, but the first 4 science types are still the same. I'm sure the other 3 are as well, unless somebody got numbers showing otherwise.
#30  
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Posts: 3/3
(02-Dec-2008 at 22:21)
Is there a maximum sci points per acre?

Can you have like 1000ppa in housing science for example OR is there a deminishing bonus effect?
#31  
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Posts: 47/51
(24-Jan-2009 at 02:48)


Re: [WoL #39] Science Formulas

Originally Posted by Qui11: View Post
Is there a maximum sci points per acre?

Can you have like 1000ppa in housing science for example OR is there a deminishing bonus effect?
The square root makes it deminishing already.

sqrt(1) = 1
sqrt(100) = 10
sqrt(10000) = 100

so with 100 times more science, you get 10 times the effect.
#32  
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