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. ![]() |
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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? |
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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% |
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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% |
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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 Try: Building MOD * BE * ( Building% - ( Building%^2 - Building%) / 100) = effect |
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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 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. |
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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? |
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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 |
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