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Mandarins31 View Drop Down
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Direct Link To This Post Topic: Top 20 cities by Pop
    Posted: 24 Jan 2011 at 13:09

that must be as JCD said, because as i explained, it cant be the same production.


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Direct Link To This Post Posted: 24 Jan 2011 at 07:16
Thats for build times and cost
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Direct Link To This Post Posted: 24 Jan 2011 at 04:40
Originally posted by GM StormCrow GM StormCrow wrote:

    * Logging Camp I - same as Lumberjack at Level 1
    * Logging Camp II - same as Lumberjack at Level 5
    * Logging Camp III - same as Lumberjack at Level 10
    * Logging Camp IV - same as Lumberjack at Level 15
    * Logging Camp V - same as Lumberjack at Level 20

it seems to me that a farmstead would follow the same pattern.


Edited by some random guy - 24 Jan 2011 at 04:42
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Direct Link To This Post Posted: 23 Jan 2011 at 12:58
Originally posted by Mandarins31 Mandarins31 wrote:


i understood that this will be released with the UI v2.


Originally posted by GMStormCrow GMStormCrow wrote:

Also, we currently only have 6 City Graphics, from a small hut to a mighty white castle.  This has been changed to 19 City Graphics that upgrade with your population for each race.



Sorry Embarrassed I forgot about that.
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Direct Link To This Post Posted: 23 Jan 2011 at 12:31

i understood that this will be released with the UI v2.


Originally posted by GMStormCrow GMStormCrow wrote:

Also, we currently only have 6 City Graphics, from a small hut to a mighty white castle.  This has been changed to 19 City Graphics that upgrade with your population for each race.


Edited by Mandarins31 - 23 Jan 2011 at 12:34
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Direct Link To This Post Posted: 23 Jan 2011 at 12:27
I think that there should be some really special visual instead of a White Castle for a completely maxed out city.
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Direct Link To This Post Posted: 23 Jan 2011 at 12:22
Originally posted by some random guy some random guy wrote:


there are 8 squares 2.23 squares away, 4 1.4 squares away, 4 2 squares away, and 4 1 square away.


yeah that's it :)

Originally posted by some random guy some random guy wrote:



Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.



Originally posted by some random guy some random guy wrote:

Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.


this is here where you are wrong. a lvl 5 casual farmstead gives 5% bonus to production.
the amount of production of food/h that will be added depends of your actual basic production (the total basic production of your farmlands)

see, if you have 5 lvl 20 farmland, 1 lvl 5 farmsteat will add 10 000*5/100 = 500 food /h

if you have 7 lvl 20 farmland, 1 lvl 5 farstead will add 14 000*5/100 = 700 food/h

in fact, if you have 5 farmland lvl 20, you need 4 farmstead lvl 5 too increase your production by 2000 food/h (so the production of  1 lvl 20 farmland) :  10 000*20/100 = 2000


Edit: and if you have 7 farlands lvl 20, you need 3 farmstead lvl 5 to add 2100 food/h







Edited by Mandarins31 - 23 Jan 2011 at 12:28
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Direct Link To This Post Posted: 22 Jan 2011 at 23:51
I took in account the food p/h a farmyard uses, 37.

And 20 sov. squares around a city would look something like this: S=sov square.  C=city

  SSS
SSSSS
SSCSS
SSSSS
  SSS
there are 8 squares 2.23 squares away, 4 1.4 squares away, 4 2 squares away, and 4 1 square away.

Correct me if I'm wrong, but a lv. 5 farmstead is equivalent to a lv 20 farmyard.  This means that you would have 27 farmyards running at your city, which would produce 54119 food p/h.  At 25% production (100% taxes), you would have 13,530 food p/h.  And this is without any sov. or flourmill bonuses.


Edited by some random guy - 23 Jan 2011 at 00:10
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Direct Link To This Post Posted: 21 Jan 2011 at 03:14


sorry SRG but i must correct your post, i dont know why, but your calculations are wrong, and some things must be precised.

- lvl 20 farmland = 2 014 food/h
7 lvl 20 farmlands = 14 098 food/h

-lvl 20 flourmill = +40% bonus
0% tax rate = +25% bonus
-----> 14 098*1,65 = 23 262 food/h with lv 20 flourmill and 0% tax

- about sov: will take squares that doesnt have additionnal bonus on food p/h (so +1% bonus each lvl)

your sov tiles are limited by your gold and your research production. let's imagine we dont care about gold income because you can send enough gold from your others towns.

lvl 20 library = 1 013 points/h
at 0% tax = 1 013*1,25 = 1 266 points/h.

we need to find the best lvl and repartition of the sov squares around the town to have nearly 1250 reasearch upkeep due to sov. i cant explain clearly without a draw. just know that you must fill the nearest tiles with lvl 5 sov. it does 12 lvl 5 sov for 883 research/h. then you fill the following 8 nearest tiles with 14 sov lvl as you wish (i wont explain the calculation, but that's simple).

then, for 1 250 research/h, at tax 0%, you will have a maximum of 12*5 + 14 = 74 sov lvls.
(as a precision, your sov gold unkeep in these conditions will be 12 500 gold/h)

we take only casual squares that give +1% bonus/lvl (that's the minimum).

then we have 74% bonus on food production. (thats the maximum possible with casual tiles)

then to the basic food production (14 098) we add the lvl 20 flourmill bonus + 25% taxe bonus + sov bonus + spell bonus (8% max)

14 098 (1 + 0,40 + 0,25 + 0,75 + 0,08) = 34 963 food/h at 0% tax.

so average 35 000 - 27 000 = 7 000 food/h at 0% ttax for a maxed city with 7 farmlands and all the max bonus (but surrounded by casual tiles)----> and your city is not self reliant, because it runs out of 12 500 gold/h

(and that's 10 292 food/h at 100% tax.

so with a maxed city at 100% tax you will have  average   - 17 000 food/h. but average 108 000 - 12 500 = 95 500 gold/h)
Edit: sorry i said something wrong. you cant put your city at 100% tax, because at 0% tax you produce 1266 research/h, and your sov tiles are using 1250 research/h in these conditions, as we said above. so if you increase the tax, the research production will decrease. and if your research points came to 0, your sov tiles will start a deleveling.
you can put you city at 100% tax but you lose all the food bonus given by the sov just when you come to 0 research points. and your sov squares will slowly but surely lose all their lvls.



if you want to know more about the calculation i did for the sov, just ask me and ill do something on Paint to explain.


Bests



Edit:
uh, just to precise if you didnt get it, useless to have the maxed production of food if after you put your maxed city a t 100% tax. these calculations are usefull for sov that increase weapons or units production. if you follow that, you can have 74%*5 = +370% production for the weapons/soldier of your choice (but u must be at 0% tax. and you will have -12 500 gold/h)

 







Edited by Mandarins31 - 24 Jan 2011 at 13:28
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Direct Link To This Post Posted: 21 Jan 2011 at 01:54
Total food able to be produced using 7 lv 20 farmyards and a lv 20 flourmill = 34,557.5 p/h at 0% tax rate. 

plus sovereignty:  20 lv 5 squares on 7 food slot squares with lv 5 farmsteads = 17740 gold p/h.  
farmstead bonus = 40,280 

total food production without sov. bonuses = 74,837.5+(74837.5(140%)) = 179,610 food p/h 

4435 = max pop. necessary to have a town that could have a gross income of 17740.

179,610 - 4435 = 175,175(25%) = 43,793.75 food p/h

43,794 (rounded up) - (26985 - 4435) = 21,244 food p/h at 100% taxes

note: dolmens can have up to 4% sov. bonuses, but I forgot about them until it was too late
note II: This city would run a huge research deficit.




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