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  #21  
Old June 29th, 2008, 04:12 PM
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JimMorrison JimMorrison is offline
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Default 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.
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  #22  
Old June 29th, 2008, 04:34 PM

Loren Loren is offline
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Default 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.
Speaking of unrest, does anyone know how it is *ACTUALLY* determined?
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  #23  
Old February 7th, 2009, 11:24 AM

Tmoe Tmoe is offline
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Default 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.
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  #24  
Old February 7th, 2009, 11:28 AM

Redeyes Redeyes is offline
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Default Re: Cost efficient blood hunting

What Site Frequency were you using?
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  #25  
Old February 7th, 2009, 12:38 PM
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Default 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!
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  #26  
Old February 7th, 2009, 12:58 PM
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Default 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?
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  #27  
Old February 7th, 2009, 01:09 PM

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Default 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.
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  #28  
Old February 7th, 2009, 01:13 PM

Redeyes Redeyes is offline
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Default 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.
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  #29  
Old February 7th, 2009, 05:04 PM
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Default Re: Cost efficient blood hunting

Quote:
Originally Posted by Redeyes View Post
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 View Post
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.
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  #30  
Old February 7th, 2009, 05:50 PM
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Default 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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