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-   -   Cost efficient blood hunting (http://forum.shrapnelgames.com/showthread.php?t=39396)

JimMorrison June 29th, 2008 04:12 PM

Re: Cost efficient blood hunting
 
Quote:

Micah said:
.....so even on a high-level mage an SDR will be worthwhile after 6 successful hunts, at least if that part of the formula is accurate.

Well, 6+x where x is the number of slaves you would have expected to collect the turn you forged - unless you are clever and just hunt until the first time that Unrest becomes an issue, then take a turn off to forge Rods while people calm down. http://forum.shrapnelgames.com/images/smilies/wink.gif

Loren June 29th, 2008 04:34 PM

Re: Cost efficient blood hunting
 
Quote:

JimMorrison said:
Quote:

Micah said:
.....so even on a high-level mage an SDR will be worthwhile after 6 successful hunts, at least if that part of the formula is accurate.

Well, 6+x where x is the number of slaves you would have expected to collect the turn you forged - unless you are clever and just hunt until the first time that Unrest becomes an issue, then take a turn off to forge Rods while people calm down. http://forum.shrapnelgames.com/images/smilies/wink.gif

Speaking of unrest, does anyone know how it is *ACTUALLY* determined?

Tmoe February 7th, 2009 11:24 AM

Re: Cost efficient blood hunting
 
Hey all. Having played the game for awhile I decided to throw my two cents into the blood hunting economics/cost efficiency. So I made some statistics about blood hunting as was asked in the original post of this thread.

Before I start it must be said that all test were concluded with Late Age Mitclan in provinces with 10 000+ population, with growth 3 to keep the population from falling under 5 000 (very unlikely except for the rare random events that kill population), with commanders patrolling the province so that any unrest was eliminated immediately (and building a lab if needed) and the slaves were pooled every turn to prevent overload and therefore loss of slaves.

The hunters covered here were 0-level, 1st level, 2nd level and 3rd level blood hunters. 0-level test subject was your basic indy scout. 1st level test subject was Mitclan priest. 2nd level test subject was Mitclan Priest King. 3rd level test subject was Mitclan King of Rain.

There were 12 test subjects present in each test. 6 without Saiguine Dousing Rod and 6 with the Rod. Placed as seen below:

Province 1 has 1 test subject.
Province 2 has 2 test subjects.
Province 3 has 3 test subjects.
Province 4 has 1 test subject with rod
Province 5 has 2 test subjects with rod
Province 6 has 3 test subjects with rod

Each test runs for 100 turns.


Results for 0-lvl hunters
1 x 0-lvl - average of 0,54 slaves per turn - 88 turns out of 100 0 slaves were found
2 x 0-lvl - average of 0,81 slaves per turn - 81 turns out of 100 0 slaves were found
3 x 0-lvl - average of 1,28 slaves per turn - 74 turns out of 100 0 slaves were found

1 x 0-lvl w rod - average of 0,14 slaves per turn - 96 turns out of 100 0 slaves were found
2 x 0-lvl w rod - average of 0,47 slaves per turn - 86 turns out of 100 0 slaves were found
3 x 0-lvl w rod - average of 1,03 slaves per turn - 80 turns out of 100 0 slaves were found


Results for 1-lvl hunters
1 x 1-lvl - average of 2,05 slaves per turn - 55 turns out of 100 0 slaves were found
2 x 1-lvl - average of 4,88 slaves per turn - 23 turns out of 100 0 slaves were found
3 x 1-lvl - average of 7,45 slaves per turn - 13 turns out of 100 0 slaves were found

1 x 1-lvl w rod - average of 4,93 slaves per turn - 11 turns out of 100 0 slaves were found
2 x 1-lvl w rod - average of 9,81 slaves per turn - 0 turns out of 100 0 slaves were found
3 x 1-lvl w rod - average of 15,00 slaves per turn - 0 turns out of 100 0 slaves were found


Results for 2-lvl hunters
1 x 2-lvl - average of 5,07 slaves per turn - 8 turns out of 100 0 slaves were found
2 x 2-lvl - average of 9,65 slaves per turn - 1 turns out of 100 0 slaves were found
3 x 2-lvl - average of 14,07 slaves per turn - 0 turns out of 100 0 slaves were found

1 x 2-lvl w rod - average of 6,33 slaves per turn - 0 turns out of 100 0 slaves were found
2 x 2-lvl w rod - average of 12,85 slaves per turn - 0 turns out of 100 0 slaves were found
3 x 2-lvl w rod - average of 18,77 slaves per turn - 0 turns out of 100 0 slaves were found


Results for 3-lvl hunters
1 x 3-lvl - average of 6,44 slaves per turn - 0 turns out of 100 0 slaves were found
2 x 3-lvl - average of 12,55 slaves per turn - 0 turns out of 100 0 slaves were found
3 x 3-lvl - average of 18,79 slaves per turn - 0 turns out of 100 0 slaves were found

1 x 3-lvl w rod - average of 7,37 slaves per turn - 0 turns out of 100 0 slaves were found
2 x 3-lvl w rod - average of 14,66 slaves per turn - 0 turns out of 100 0 slaves were found
3 x 3-lvl w rod - average of 21,67 slaves per turn - 0 turns out of 100 0 slaves were found

--------------------------

I have the cost efficiency chart for each Age but I'll post it on a later date. Hope this helps.

Redeyes February 7th, 2009 11:28 AM

Re: Cost efficient blood hunting
 
What Site Frequency were you using?

JimMorrison February 7th, 2009 12:38 PM

Re: Cost efficient blood hunting
 
So your test is showing fairly clearly that a B2 (whether natural, or B1+SDR) will average over time, 5 slaves per turn, and each additional level adds 1 slave/turn average. That's pretty consistent with my non standardized tests.

However, Site Frequency setting is supposed to modify Blood Hunt results, so I'm also curious what frequency you used.

It would be interesting to see a similar set of test numbers at different settings, say 40-50-60, though if you were doing so at default settings in EA, then that's 45, and one could assume that the average over time would simply scale with the setting.

In any case, great work! :happy:

ano February 7th, 2009 12:58 PM

Re: Cost efficient blood hunting
 
It was LA Mictlan, not EA.
Also, does anybody have a real proof of the fact that effectiveness of blood hunt depends on magic site frequency?

chrispedersen February 7th, 2009 01:09 PM

Re: Cost efficient blood hunting
 
The real interesting result from that test has nothing to do with B2's or B3's.

Level 0's with sanguine dousing rods are LESS effective.

Redeyes February 7th, 2009 01:13 PM

Re: Cost efficient blood hunting
 
Couldn't it be, like conventional wisdom says, that rods have no effect for 0 blood blood hunters?

Randomness would account for the entire difference in the test, then.
100 tests is ultimately a fairly small sample size.

JimMorrison February 7th, 2009 05:04 PM

Re: Cost efficient blood hunting
 
Quote:

Originally Posted by Redeyes (Post 672955)
Couldn't it be, like conventional wisdom says, that rods have no effect for 0 blood blood hunters?

This is true, and it's funny to note the massive disparity between the 2 test groups.


Quote:

Originally Posted by Redeyes (Post 672955)
Randomness would account for the entire difference in the test, then.
100 tests is ultimately a fairly small sample size.

Well somewhat, but bear in mind, in a way it's really 600 tests, compiled in batches of 100, 200, and 300 at a time. The fact that the tests with B1/B2/B3 all show fairly small levels of deviation, and a clear trend simply implies that using B0's is in fact just sporadic and unreliable at best, whereas we can come to expect a certain level of performance from real blood hunters, assuming Pop>5000 and Unrest<1.


And I missed the part where this was LA. Anyway my point was that if it is default SiteFreq, then we can extrapolate from there, and as long as we estimate cautiously, we shouldn't be too disappointed. ;)

ano February 7th, 2009 05:50 PM

Re: Cost efficient blood hunting
 
Once again, where is information that blood hunting depends on site frequency from? I also heard about it and probably it is so but is there anyone who can give a solid proof?


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