![]() |
Re: Income and population mechanics
Quote:
|
Re: Income and population mechanics
Loaded an old SP game of mine to check how its without CBM.
Turns out I had chosen zero scales for that. Without any scale effects income is Pop/100 rounded down. For one scale effect it seems like ((Pop/100 rounded down)*scale modifier) rounded down. I check now on multiple scale effects. |
Re: Income and population mechanics
Quote:
1) Reduce base income to a whole number a) 52.6 => 52 b) 90.8 => 90 2) Multiply the first positive scale (order's +18%) and reduce to whole number a) floor(52 * 1.18) = floor(61.36) = 61 b) floor(90 * 1.18) = floor(106.2) = 106 3) Multiply the next positive scale (growth's +6%) and reduce to whole number a) floor(61 * 1.06) = floor(64.66) = 64 b) floor(106 * 1.06) = floor(112.36) = 112 4) Multiply by the first negative scale (heat's -5%) and reduce to whole number a) floor(64 * 0.95) = floor(60.8) = 60 b) floor(112 * 0.95) = floor(106.4) = 106 5) Multiply by the second negative scale (sloth's -4%) and reduce to whole number. Since there are no other income modifiers, this is the final income for the province for this turn. a) floor(60 * 0.96) = floor(57.6) = 57 b) floor(106 * 0.96) = floor(101.76) = 101 That "reduce to whole number" and sequential multiplication really reduces the efficacy of positive scales and heightens the effects of negative scales! |
Re: Income and population mechanics
Quote:
As for overtaxing, keep in mind that you can invest the money you get from overtaxing in order to reap further dividends down the line. Using the money to build a fortified city in a province with 20k pop and neutral scales will net you 50g/turn for every turn after its completion. This in addition to whatever other utility you can get from the fort. And if thats not your fancy, how about investing the money in troops for taking lands from your enemies? Who cares that your capitol is worn down, you can just use the money to take some other poor schmucks capitol. |
Re: Income and population mechanics
Who had the idea of doing it that way? It's ugly!
It even depends on the sequence you apply your boni. So one now has to check what the correct sequence is by examining lots of provinces and searching for the combination that works everywhere. Perhaps I will do that another day....... |
Re: Income and population mechanics
Quote:
|
Re: Income and population mechanics
I ran a few more numbers to determine the effects of administration from forts as well as over/under-taxing
As stated in the manual, forts offer an (admin/2)% boost to income. This boost appears to happen before any scales are factored in. Over/Under-taxing happens at the end as is a straight multiplier of the final income amount (rounded down). The scales are applied in the following order: order, production, temperature, growth. Therefore the income formula goes like this 1) floor(Population/100) = base income 2) floor(base income * (admin/2))% = F income 3) floor(F income * (order)%) = FO income 4) floor(FO income * (production)%) = FOP income 5) floor(FOP income * (temp)%) = FOPT income 6) floor(FOPT income * (growth)%) = FOPTG income 7) floor(FOPTG income * (tax rate)%) = final income Examples: Pop(29770), Admin(30), O/P/T/G(0,0,0,0), Tax(100%) = 341 Pop(29770), Admin(30), O/P/T/G(0,0,0,0), Tax(150%) = 511 Pop(30450), Admin(60), O/P/T/G(18,12,-15,-2), Tax(100%) = 433 Pop(30280), Admin(50), O/P/T/G(-18,12,-15,6), Tax(100%) = 311 Pop(30480), Admin(60), O/P/T/G(18,-12,-15,6), Tax(100%) = 368 |
Re: Income and population mechanics
income modifiers are definitely multiplicative.
-12% is actually multiply by .88, etc... Multiplication is communicative and distributive, so there's no need to multiply by some first and then others as Elmokki does. (x*.95*.95)*1.05*1.05 = x*.95*.95*1.05*1.05 So long as given modifiers multiply without flooring occuring inbetween, you can do all the multiplication operations at once. |
Re: Income and population mechanics
Quote:
Its a basic fact of economics. Or to phrase it another way: Would you rather have $10 now or $10 next week? |
Re: Income and population mechanics
Quote:
So for the capital of man, you actually get around: 300 * 1.25 -> 375 * 1.18 -> 442 * 1.06 -> 468 * .95 -> 444 * .96 -> 426 base * 1.2 -> 511 from 20% overtax For an extra 85 gp a turn, although in order to minimise failed patrols I'd probably use 2 Foresters. That costs you two capital hires, 40 gp and 3 gp per turn in upkeep (As I understand it upkeep rounds up. Assuming you don't overtax, on just turn twenty your capital will be worth: 300 * (1.009^19) -> 355 * 1.25 -> 443 * 1.18 -> 522 * 1.06 -> 553 * .95 -> 525 * .96 -> 504 So each turn that extra 82gp gets eaten away, slowly at first until it's essential no bonus at turn 20. Even in your capital, which is by far the most favourable province to do this in, you make probably an extra 1000gp before you start losing money. I'm not sure it's worth being 2 mages and about 300 research points down. |
All times are GMT -4. The time now is 04:39 AM. |
Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2025, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2025, Shrapnel Games, Inc. - All Rights Reserved.