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March 9th, 2008, 07:09 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
Posts: 2,741
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Re: Sites that increase turmoil
Is it that simple? I thought some sites were more rare than others?
Besides, I think I recall this analysis being done before, but i cannot remember where i saw it. Maybe Dr. P or Edi did it.
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"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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March 9th, 2008, 07:44 PM
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Sergeant
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Join Date: Dec 2003
Location: New York City
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Re: Sites that increase turmoil
Figuring out the probability of there being a lvl 2,3,or 4 site in one specific path when all you've searched is lvl 1 in one specific path is probably impossible. Magic sites are restricted to certain terrains, and unique ones which occur earlier in the map creation restrict future ones from appearing again. Terrain also affects the overall chance of magic sites in a particular location. Without knowing what other sites are in that location, what sites are elsewhere on the map, or considering the terrains on the rest of the map, and the exact method of magic site creation, presents the difficulties.
However, I've done the math before based on likely numbers of sites in a province (bernoulli trials). The chances are of course affected by the default magic-site chance. They are also affected by terrain.
From memory, I believe wastes give 20% higher magic site chance. Forests give 10%. Mountains 15%. Farms -10%. This should confirmed.
(Trivia that everyone should know, lvl 4 is the highest site number, so using someone with more than 4 in a path searching is unnecessary, and 4 is the maximum number of sites in a province.)
Odds of X magic site in a default terrain with 60% chance magic sites
1 = 97.4%
2 = 64.4%
3 = 30.0%
4 = 11.6%
Odds of X magic site in a default terrain with 50% chance magic sites
1 = 96.8%
2 = 49.8%
3 = 18.6%
4 = 5.81%
Odds of X magic site in a default terrain with 40% chance magic sites (default medium era)
1 = 87.0%
2 = 35.1%
3 = 10.1%
4 = 2.45%
Odds of X magic site in a default terrain with 30% chance magic sites
1 = 75.9%
2 = 21.5%
3 = 4.57%
4 = 0.79%
I hope this covers the topic thoroughly.
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March 9th, 2008, 08:12 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
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Thanked 59 Times in 37 Posts
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Re: Sites that increase turmoil
Quote:
Xietor said:
Is it that simple? I thought some sites were more rare than others?
Besides, I think I recall this analysis being done before, but i cannot remember where i saw it. Maybe Dr. P or Edi did it.
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In Edi's db there's a column called "frq". Sites with lower values are more common and sites with higher ones are more rare.
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March 9th, 2008, 08:16 PM
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Lieutenant Colonel
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Join Date: May 2007
Posts: 1,462
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Re: Sites that increase turmoil
Saulot
How did you calculate that?
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March 9th, 2008, 08:17 PM
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Lieutenant General
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Join Date: Feb 2007
Location: New Orleans
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Re: Sites that increase turmoil
I think Saul covered my issue. It is impossible to know exactly for the reasons he states. So I think the best you can have is an educated guess.
__________________
"War is an art and as such is not susceptible of explanation by fixed formula."
- General George Patton Jr.
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March 10th, 2008, 12:25 AM
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General
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Join Date: Sep 2004
Location: Irving, TX
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Re: Sites that increase turmoil
Thanks Saulot. You should get this post stickied.
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Be forewarned, anything I post is probably either 1) Sophomoric humor, 2) Satire, 3) A gross exaggeration of the power I currently possess, 4) An outright lie, or 5) Drunken ramblings.
I occasionally post something useful.
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