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How much should a Random-5 Mage cost?
Believe me, it's lower than you think.
Short answer: ~160g. How did I come up with such an answer? Well, I took the modding guidelines from Illwinter's site, and figured out the probability of each type of mage you can get out of a random-5 mage. I then multiplied the cost of such a mage by the probability of it appearing. I then summed them together, and that should be the cost of the mage. Assumptions made for calculating price: For initial path above 3, I simply extrapolated the cost of a 4 path by adding 60 (the increment) to the 3 path, and I added 60 again for the cost of a mage with 5 in a path. For additional paths over 3, I used the same path costs as the third path. If either of these assumptions are incorrect, better data would be appreciated. The way I have calculated them, it would be easy to switch the costs of the different mage builds to get a different answer. Other interesting data from this experiment: Probability of getting a 5-random mage with at least a 3 in any one path: 11.99%. Probability of not getting a 3 in any one path: 88.0% Probability of not getting at least a 2 in any one path (all ones): 20.5% (Note: This also assumes that the mage has 'typical' (i.e., bad) stats.) The distribution looks like Chi-square, but I don't retain the statistical knowledge to make use of this. I took a rather 'brute force' approach to calculating the probabilities. I'm now going to go through each mage in the game, and calculate their costs. Any discrepancies (positive or negative) will be reported. Further comments will NOT be made. That is, I am not going to tell the designers of the game that this needs to change, or that needs to change. I am simply going to observe the existence of discrepancies (as the designers have identified mage-cost mechanics). I hope to have this done sometime before the weekend is over. |
Re: How much should a Random-5 Mage cost?
The costs of national mages and troops are not solely based on stats. Overall balance of the nation(s) is more important, and thematic considerations play a part too.
*edit* Or that's what I think anyway. [ June 19, 2004, 19:58: Message edited by: Teraswaerto ] |
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Something else I've noticed is that if you are a priest, the cost of being a priest subsumes/replaces the cost increase for being sacred. (Cf. Amazons) However, one of the reasons I am not going to do much if any evaluation of the discrepancies found is precisely because stats don't paint the whole picture. We'll see. This should be an interesting experiment, no matter the resulting data. |
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Oh, before I go any further, I'd like to thank whoever made the Unit_ID.xls file (I believe it was Maltrease..?), without which this project would be a lot more tedious and time-consuming.
Thanks! http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: How much should a Random-5 Mage cost?
I'm not sure your method is "fair". I mean, having the average of the cost of an Abysian Blood mage, an Atlantian Water mage, and a Vanheim Smith is not a good estimate of a random mage, because variety/flexibility itself is a thing that should be paid and that noone in my 3 examples gets.
What is the nearest thing to a random-5 mages I think of is Arco Mystic, but he has only 3 random elements + 2 fixed Astral . He costs 180, and is usually considered rather underpriced. I'm not sure a random-5 mage would fit thematically anywhere or be "balanced", but I suggest a cost of at least 240 gp. |
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I don't know how else I could evaluate them. I honestly don't see how it _can't_ be fair to look at them strictly on the numbers. I'm not going to be making any qualitative judgements as to the various numbers I generate. With the specific example of a 5-random mage, the most common occurrence is a 2/1/1/1 mage (with a 0.513 probability), and that has a price tag set by Illwinter at 160g. Again, if you think the 4th path's 1st level should cost more than the third path's first level, that's your opinion, but I have no rubric to deal with, so I'm trying to extrapolate from the current rubric. Really, I'm not sure how I could calculate the price of mages with random picks aside from the method I'm using. Strict probability and a weighting of price based on those probabilities seems the 'fairest' way, to me. No, it doesn't take into account the other variables involved, but then the very lack of those other variables in the analysis may point to the way to quantify those variables. Quote:
I think the main point I'm unfortunately failing to get across is how not-good the 'average' random-5 mage is. You have to buy on average 6 5-random mages before you get one that has a 3 in a single path. That is something that most if not all of your examples above have that the random-5 mage most likely does not, and that's a difference of 60g. There's a greater than 70% chance that the 5-random mage doesn't even have 2 paths at 2. All of these lower the price, believe it or not. Unfortunately, by the way that Illwinter currently has their pricing scheme up, randomness is not valued as highly as specific picks, if those specific picks are at all concentrated. I'll do the Master of the Five Elements right now to show you how I'm doing this. Commander: 30g Holy-2 Priest: 20g The probability that the Master of the Five Elements is a 2/1/1/1/1 is 0.625. A 2/1/1/1/1 Magic Path is worth 140g. Multiply 140 by 0.625, and you get 87.5. The probability that the Master of the Five Elements is a 1/1/1/1/1/1 is 0.375. That is worth 90g. Multiply 90 by 0.375, and you get 33.75. Add these together, and the Master of the Five Elements should cost 171.25g. Its actual cost is 190g. This can lead to several conclusions, which I've said before I really won't go into at this point. I agree with Gandalf that interpretation of data is not as useful to IW as the data itself. I will say that any mage that has only 1 random pick that I've done so far (mostly independent due to the structure of the .xls file) I've matched with Illwinter's costs about 90% of the time. I also calculated the cost of the Jade Sorceress as 182.25, which is quite close to IW's cost of 180. In any event, I think I will continue on as I have until I receive a different method of evaluating the grey areas in the current rubric. |
Re: How much should a Random-5 Mage cost?
Can anyone tell me if the picks of the Loremaster are indeed random? That's a 4-Random mage (with a large research bonus, IIRC) for 150g (calculated cost: 142.27).
Also, does anyone know of a large detriment to the Circle Master? Also, I note that the Master of the 5 Elements Random is only in Elemental. This guarantees him to be a 2/1/1/1 mage. So: Commander: 30 HH: 20 2/1/1/1 Magic: 130 That comes out to 180. Almost finished with the stats. http://forum.shrapnelgames.com/images/icons/icon7.gif [ June 20, 2004, 00:01: Message edited by: Scott Hebert ] |
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First path, first level: 30 points. Second path, first level: 20 points. Third path, first level: 10 points. These values are all from the Modding Guide on Illwinter's site. As stated in the original post, I am going to assume that further paths do _not_ depreciate like the first paths. From this: Fourth path, first level: 10 points. Fifth path, first level: 10 points. Sixth path, first level: 10 points. Add those all up, and you get 90g. Multiply this by the probability of getting a Master of the Five Elements with this (0.375), and you get 33.75. I then calculated the value of a 2/1/1/1/1 magic path, as follows: First path, second level: 90 points. Second path, first level: 20 points. Third path, first level: 10 points. Fourth path, first level: 10 points. Fifth path, first level: 10 points. This comes to 140 points. If you multiply this value by the probability of getting a Master of the Five Elements with those magic paths (0.625), you get 87.5. Now, if we add together the 87.5 and the 33.75, we get a total of 121.25. This is the magic path cost for a mage with 5 paths at 1, plus 1 random pick. Add to this the cost for Holy-2 (20), and the base cost for the commander (30), and you will get the total calculated cost for a Master of the Five Elements. 121.25 + 20 + 30 = 171.25 This is not its actual cost (190). I'm not exactly sure what is causing the increase in cost, but I have my ideas. I am sorry if what I posted before was confusing. I'm not that good at explaining myself. Of course, this is all academic if the Master of the Five Elements, as is listed in the unit spreadsheet can only get an Elemental pick. Note that if the random is restricted to an Elemental pick, the cost of the magic path increases. Are there any problems that people can point out with my math? As I said before, I'm doing this through a rather brute force approach to the probabilities, and since this is involving a lot of arithmetic, I may be making silly errors. |
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One other question. Can anyone confirm whether or not the Galderman's random picks can be the same? I know that when I've played Mitgard, I've never seen the Galderman get 2 in the same path for his randoms. |
Re: How much should a Random-5 Mage cost?
The reason that the Circle Mage has such low cost for the paths is because it is a rare site that is hard to find.
You have to take that into account. Look at Celestial Master's for a cost estimate of what you are doing for Randoms. |
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Here is the list of those mages in the game whose calculated gold values are different than their actual gold values. Note this assumes a 30g base cost for the commander. For some commanders (Vanheim and Jotunheim in particular), this obviously will skew the data. For those whose actual cost is over their calculated cost, I will at some point make a list of how much the 'base' commander would cost, with no magic.
The following gives a ratio of how close the two values are to each other. If the value is under 1, the actual value is lower than the calculated value. If the value is over 1, the actual value is higher than the calculated value. If anyone is interested in the raw values, I can also post those. If a Commander is not listed, that means either that their listed cost is equal to their calculated cost, or there was not sufficient information to make the determination. Something else that has been ignored is factoring in Sacred. There are only two examples where the listed 50% increase would make the data make more sense, and there are numerous examples where the data makes much less sense if this is taken into account. When it is noted that the direction in the Modding Guidelines is for sacred _units_, not necessarily commanders, I believe that Sacred on a commander does not change its value. Amber Clan Mage: 0.94 Amber Clan Priest: 0.9 Asmeg Jarl: 1.14 Dwarven Smith: 0.88 Jade Sorceress: 0.98 Shaman: 1.38 Troll King: 0.83 Vaetti Hag: 0.92 Adepts of any of the 3 Orders: 0.89 Alchemist: 3.33 Azure Mage: 0.83 Circle Master: 0.56 Conjurer: 0.75 Enchantress(N###): 1.19 Enchantress(NN##): 1.27 Fire Lord: 1.67 Gnome: 0.97 Ice Druid: 1.29 Illusionist: 0.92 Lore Master: 1.05 Navigator: 2.25 Sage: 1.33 Sea Father: 1.21 Shadow Seer: 0.88 Sorcerer(Indep): 1.03 Sorceress(FE): 1.04 Sorceress(AA): 0.89 Warrior Mage: 1.67 Witch: 0.83 Anathemant Dragon: 1.09 Anathemant Salamander: 1.18 Warlock: 1.01 Warlock Apprentice: 1.07 Newt: 1.13 Sanguine Acolyte: 1.25 Sanguine Anathemant: 1.16 Demonbred: 1.13 Mystic: 0.99 Astrologer: 0.88 Consort: 1.6 Coral Queen: 1.28 Deep Seer: 0.75 King of the Deep: 1.05 Empoisoner: 1.38 Hierodule: 0.8 High Priest of C'tis: 1.5 Lizard King: 1.56 Keeper of the Tombs: 1.1 Sauromancer(F): 0.82 Marshmaster: 1.03 Sauromancer(N): 0.82 Shaman: 1.38 Harab Elder: 0.9 High Seraph: 0.6 Seraph(non-RoR): 0.71 Seraphine: 1.13 Ermorian Cultist: 0.9 Grand Thaumaturg: 0.89 Jotun Gode: 2.5 Jotun Skratti: 1.08 Vaetti Hag: 0.92 Gygja: 1.38 Niefel Jarl: 1.72 Norna: 1.16 Black Sorcerer: 1.17 Ear of the Lord: 1.4 Sorcerer: 1.09 Sorceress: 1.22 Witch Doctor: 0.89 Voice of the Lord: 1.13 Bard: 1.25 Monk: 0.6 Sidhe Champion: 1.4 Sidhe Lord: 1.47 Tuatha: 1.05 Crone of Avalon: 0.79 Daughter of Avalon: 0.67 Mother of Avalon: 0.93 Paladin: 2.6 Chartmaker: 1.13 Missionary: 1.2 Royal Navigator: 0.99 Goetic Master: 0.95 Grand Master: 0.79 Witch Hunter: 0.94 Friar: 0.8 Initiate: 1.08 Priest King: 1.09 Black Dryad: 1.13 Panic Apostate: 1.33 Dryad(HH): 1.38 Pan (NEra): 1.46 Centaur Hierophant: 1.6 Pan (base): 1.21 Pandemoniac: 1.33 Serpent Priest: 0.79 Arch Theurg: 0.9 Battle Deacon: 1.8 Theurg: 0.75 Theurg Acolyte: 1.13 Star Child: 1.42 Starspawn(HHH): 1.11 Starspawn: 1.15 Master of the Way: 0.95 Master of the Dead: 0.94 Celestial Master(S&A): 0.94 Master of the 5 Elements: 1.06 Minister of Rituals: 1.25 Celestial Master(base): 1.05 Illuminated One: 1.33 Member of the Second Tier: 1.14 Black Acolyte: 0.8 Black Priest: 1.04 Vanherse: 2 Vanjarl: 1.47 Hangadrott: 1.19 Galderman: 0.98 Dwarven Smith: 0.88 Vanadrott: 1.69 There ya go. http://forum.shrapnelgames.com/images/icons/icon7.gif |
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Or rarity - eg, the standard Seraph in both Caelum themes. 100 gp -> 140 gp. Otherwise same stats. Quote:
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Hate to distract from the discussion(I applaud the effort, incidentally. You're even more pedantic than I, and you've clearly put plenty of work into this), but I just have to know:
Are these calculations for ExaltedMOD, or have you got some other MOD in mind, one with hedge mages in it? I have a soft spot for hedge mages, I do. Masters of the miscellaneous and ineffectual. [/Interruption] |
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To take the theurg acolyte: Commander: 30 Astral 1 Magic: 30 Holy 2: 20 That comes to 80g. That is his calculated cost. His actual cost is 90g. Serpent Acolyte: Commander: 30 Nature 1 Magic: 30 Holy 2: 20 That comes to 80g (again). That is his calculated cost, which equals his actual cost. The Shaman: Commander: 30 Nature 1 Magic: 30 Astral 1 Magic: 20 That comes to 80g (again). This is his calculated cost. His actual cost is 110g. The Mictlan Priest is the same as the Serpent Priest, as far as the pricing rubric is concerned. Therefore, his calculated price is equal to his actual price. The Master of the Way is a little trickier, because he has a random selection. He is calculated as follows: Commander: 30 Holy-2: 20 Magic Path: 1/8 of the time, he is a WW mage. WW costs 90. 1/8 times 90 is 11.25 7/8 of the time, he is a W(~W) mage. W(~W) costs 50. 7/8 times 50 is 43.75. Totaling the magic path cost comes to 55. Total: 105. 105 is his calculated cost, and 100 is his actual cost. I'm sorry, but I don't see how my methodology is failing with the above examples. Could you explain perhaps a bit better so that I may understand? |
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And yes, that means that SS### is worth the same as FFF, in the designers' minds. Quote:
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I find this all fascinating. An application of this will certainly be how to price the Solars. If by your mention of 'hedge mages', you meant a high number of random picks, I like them too. I hope this might help to see more of them in the future. http://forum.shrapnelgames.com/images/icons/icon7.gif |
Re: How much should a Random-5 Mage cost?
Only one way to take a comment about being pedantic: Slowly and methodically.
Either way, I think it's fairly obvious why Caelum's mages are underpriced: They're a magocracy. They rely on mages more so than on mammoths, raiding capabilities, sneaky cold-dominion pushing Seraphines, and pretty much any other individual merit they possess as a nation(Though not the sum of all of them). The mix of air and water magic also makes Caelum's High Seraphs SPECTACULAR battlemages, particular for hit and run raids. Cast quickness and three rounds worth of Thunderstrike/Orb Lighting, retreat, repeat. Support with antimissile amulets, robes of shadows, and a staff of storms for best long-term results. Now, if Ulm were to get underpriced mages, I'd be seriously concerned, but since Caelum is one of the top 3 magical superpowers in the game, it's only natural for them to be cost-efficient. |
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Your Ulm comment is funny, however. The Master Smith's calculated cost is 140 points without the forge bonus. |
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I am sorry if I confused you. |
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Frankly, I wouldn't be surprised to learn that IW did only come up with these guidelines when they introduced modding in Dominions 2. I can't get rid of the impression that they didn't use anything but 'flair' to get these mage costs out of their minds. http://forum.shrapnelgames.com/images/icons/icon12.gif |
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When I compare to other 'magical powers' in the game, I still don't find much reason to believe Caelum's mages should be undercosted to the level that they are. Maybe I'm not comparing to the right nations...? Quote:
From this data, I would find it rather unbelievable that IW doesn't have guidelines, similar to (if not exactly) the guidelines they posted for mods, that they follow internally. I'm going to start trying to analyze the information for threads that might be able to be condensed into other guidelines helpful to modders. |
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The circle master is one of the best deals in the game.
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Re: How much should a Random-5 Mage cost?
Yes, NTJedi. The Circle Master is. I'm glad people are able to use the numbers I came up with.
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