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22FEB15 - CHANGES TO BUILDING EFFECTS

Printed From: Illyriad
Category: News & Announcements
Forum Name: News & Announcements
Forum Description: Changes, patch release dates, server launch dates, downtime notifications etc.
URL: http://forum.illyriad.co.uk/forum_posts.asp?TID=6169
Printed Date: 20 Apr 2024 at 05:46
Software Version: Web Wiz Forums 12.03 - http://www.webwizforums.com


Topic: 22FEB15 - CHANGES TO BUILDING EFFECTS
Posted By: GM Stormcrow
Subject: 22FEB15 - CHANGES TO BUILDING EFFECTS
Date Posted: 22 Feb 2015 at 18:19
I'D RATHER BE A HAMMER THAN A NAIL
EFFECTIVE IMMEDIATELY - CHANGES TO BUILDING VALUES AND EFFECTS

You may need to change town in order to refresh the values across the board. If you cannot change town, then logging out and back in will refresh the values.

Foreign Office
The Foreign office effectiveness has been increased and rather than increasing your city's radius of diplomatic visibility and detection by 10% per level of office it is now 30% per level. Diminishing returns still apply for multiple offices. 

Vault Capacity; also acts as additional storage
The vault now serves as both protection and storage, and stacks with the Warehouse and Storehouse.

Protection of advanced resources by the Vault remains Vault Level x 10.

The capacity of the vault has been tripled at every level:


The vault capacity progression is now as follows:

LvlPreviousNew
1                 500          1,500
2         1,200          3,600
3          2,500          7,500
4          3,460       10,380
5          3,806       11,418
6         4,187       12,561
7          4,606       13,818
8          5,066      15,198
9          5,573       16,719
10          6,130        18,390
11          6,743       20,229
12          7,418       22,254
13          8,159      24,477
14          8,975       26,925
15         9,873       29,619
16       10,860       32,580
17       11,946      35,838
18      13,141       39,423
19      14,455       43,365
20       15,901       47,703

Storehouse Capacity
Increased capacity at every level with increased rate of growth for the first 10 levels.  The storehouse has more than doubled in capacity at L20.



The Yellow and Green lines are the Delta (the Rate of Change) and the Delta-Delta (the Rate of Change of the Rate of Change).  If this doesn't make sense to you, don't worry! The numbers below are the key thing.

The storehouse capacity progression is now as follows:

LvlPreviousNew
1 1,000 1,500
2 1,200 1,700
3                1,4002,100
4     1,6472,900
5          2,142           4,300
6          2,784          6,500
7          3,620          9,700
8          4,706       14,100
9          6,117       19,900
10          7,953       27,300
11       10,339       36,500
12       13,441       47,700
13      17,473       61,100
14       22,715        76,900
15       29,530        95,300
16      38,389   116,500
17      49,906   140,700
18      64,878   168,100
19       84,341   198,900
20   109,644   233,300

Library Research Production

The library now produces research at a much faster production growth for first 11 levels, using a flat second order derivative and linear first order derivative; continuing at previous production rate at level 12.  Basically this means that the line of progression - the amount you increase by with each level - is now much smoother and faster for L1 through L11, as visible in the graph below.



The library's research progression is now as follows:

LvlPreviousNew
1                         4                         4
2                         5                        9
3                         7                     15
4                    10                     22
5                    14                    30
6                    19                     39
7                    26                     49
8                   36                      60
9                    49                     72
10                    67                     85
11                    91                     99
12                 122                  122

LIKE... BUTTER SCRAPED OVER TOO MUCH BREAD
EFFECTIVE IMMEDIATELY - CHANGES TO RESOURCE PLOT PRODUCTION
Lumberjack, Clay Pit, Iron Mine and Quarry now have much faster production growth for first 9 levels, using a flat second order derivative and linear first order derivative; continuing at previous production rate at level 10.  Again, this means that your resource plots from L1 to L9 will produce more than they used to, and will level up in a smoother progression.



The resource plot production progression is now as follows:

LvlPreviousNew
0                         2                        2
1                        4                        7
2                       6                     15
3                    10                     26
4                   16                     40
5                   25                     57
6                   39                    77
7                   60                 100
8                    91                 126
9               135                 155
10                 197               197

WHAT ABOUT ELEVENSES? LUNCHEON? AFTERNOON TEA?
EFFECTIVE IMMEDIATELY - CHANGES TO FARMYARD PLOT PRODUCTION 

The farmyard now produces food much faster for the first 9 levels, using a flat second order derivative and linear first order derivative; continuing at previous production rate at level 10. See above for explanation!



The farmyard food production is now as follows:

LvlPreviousNew
022
137
2514
3823
41334
52047
63162
74879
87298
9107119
10156156




Replies:
Posted By: Rill
Date Posted: 22 Feb 2015 at 19:15
What about advanced resource protection in the vault?  Does it now protect 10x3 = 30 advanced resources per level?  Or is vault protection for advanced resources equal to that of basic resources?

Thanks!


Posted By: GM Stormcrow
Date Posted: 22 Feb 2015 at 20:16
Originally posted by Rill Rill wrote:

What about advanced resource protection in the vault?  Does it now protect 10x3 = 30 advanced resources per level?  Or is vault protection for advanced resources equal to that of basic resources?

Thanks!

Protection of advanced resources by the Vault remains Vault Level x 10.

I've added a note to that effect.

Regards,

SC


Posted By: Mr Damage
Date Posted: 22 Feb 2015 at 20:46
Great update for the beginners/new players, can't wait to see whats next for the established players.


Posted By: Albatross
Date Posted: 22 Feb 2015 at 20:53
Yes, I can see how this changes city building, and makes decisions less clear-cut about which buildings to keep. Good analytical maths in this design :o]

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Posted By: khrystle-raine
Date Posted: 23 Feb 2015 at 16:02
I feel ripped off - having to have done this for 18 cities and not able to take advantage of these new times really stinks.

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Comience como usted desean continuar;
Begin as you intend to continue..


Posted By: Berde
Date Posted: 23 Feb 2015 at 18:11
Well. Congrats khrystle-raine. Now you can take advantage of it for City #11, 12, 13...


Posted By: hrandjt
Date Posted: 25 Feb 2015 at 10:34
Unless I've missed the announcement somewhere, one of the stealth updates you made here has really improved my life. Formerly whenever I turned on diplomatic visibility if the town that gave visibility over a certain area wasn't visible on the map it would always show as greyed, whether or not it should have, props for fixing that.


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Posted By: Brandmeister
Date Posted: 25 Feb 2015 at 16:14
Originally posted by hrandjt hrandjt wrote:

Unless I've missed the announcement somewhere, one of the stealth updates you made here has really improved my life. Formerly whenever I turned on diplomatic visibility if the town that gave visibility over a certain area wasn't visible on the map it would always show as greyed, whether or not it should have, props for fixing that.

Odd, that is still broken for me.

For me, it is transparent if I start on the city and navigate away using the map buttons. But if I go to another screen like town map or trade, and return to the map, the diplo radius malfunctions and it turns gray.


Posted By: hrandjt
Date Posted: 25 Feb 2015 at 16:21
Originally posted by Brandmeister Brandmeister wrote:

Originally posted by hrandjt hrandjt wrote:

Unless I've missed the announcement somewhere, one of the stealth updates you made here has really improved my life. Formerly whenever I turned on diplomatic visibility if the town that gave visibility over a certain area wasn't visible on the map it would always show as greyed, whether or not it should have, props for fixing that.

Odd, that is still broken for me.

For me, it is transparent if I start on the city and navigate away using the map buttons. But if I go to another screen like town map or trade, and return to the map, the diplo radius malfunctions and it turns gray.
Argh, you're right. I just didn't understand properly what caused it.

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Posted By: JohnyWobden
Date Posted: 25 Feb 2015 at 17:39
There is a bug with ironmine yields at L9 and L10.
Someone mistakenly changed the yield of L10 field to 155, where he should have changed the L9 yield to that value.


Posted By: Lagavulin
Date Posted: 13 Mar 2015 at 15:17
Text description error with building.

The Foreign Office text still reads "Building a Foreign Office will provide the necessary training and organisation, in order to increase your city's radius of visibility and detection by 10% per level of Office. "  and should, of course, now read 30% as mentioned below.

Foreign Office
The Foreign office effectiveness has been increased and rather than increasing your city's radius of diplomatic visibility and detection by 10% per level of office it is now 30% per level. Diminishing returns still apply for multiple offices. 


Posted By: Ista
Date Posted: 19 Mar 2015 at 14:20
All great updates. This should help with new member retention.
But...and there is always a but, with or without an extra T.
What about caravans? How about an increase in the number of caravans. Or an increase in capacity. Such an update would make it more efficient in supplying multiple new players with the resources needed and thus add to new player retention.


Posted By: IbnSenna
Date Posted: 19 Mar 2015 at 17:25
about caravans, what about setting up a new ability (research?) to move over water? It would encourage exchanges with BL… and perhaps some work over path finding Wink ?



Posted By: Berde
Date Posted: 19 Mar 2015 at 18:01
But caravans already move over water with no impediment.



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