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Author Topic: Alpha Test for Might & Fealty  (Read 47844 times)

Gervassen

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Re: Alpha Test for Might & Fealty
« Reply #225 on: April 02, 2013, 03:30:24 am »

Is that you attacking in Thattigris?
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ank

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Re: Alpha Test for Might & Fealty
« Reply #226 on: April 02, 2013, 04:21:03 am »

Nah, i am going to Thattagris to investigate.
My money is that it's Aerinia taking ovrr Thattagris.
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Gervassen

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Re: Alpha Test for Might & Fealty
« Reply #227 on: April 02, 2013, 04:25:34 am »

Doesn't seem to have succeeded, and losing a battle to 5 peasants isn't likely. The feature must only be half implemented.
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ank

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Re: Alpha Test for Might & Fealty
« Reply #228 on: April 02, 2013, 04:27:48 am »

ACtually Tom just posted that he would be putting it in, in the next update.
Seeing the battle at Thattagris, I assumed it had been implemented.
Going to attack Thattagris myself, and see.

Dammit brotato!
Overtaxing is NOT a good idea, it will not stabilize, rather it will fall until the town can no longer support itself.
My towns have 12 population now!
So never overtax anything below grassland!

I have to spend some time feeding my villages from my main town!
« Last Edit: April 02, 2013, 06:33:42 am by ank »
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Mookzen

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Re: Alpha Test for Might & Fealty
« Reply #229 on: April 02, 2013, 07:37:06 am »

In your experience, what is the point of no return for overtaxing villages, like -100 food balance or what ?
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Gervassen

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Re: Alpha Test for Might & Fealty
« Reply #230 on: April 02, 2013, 07:41:13 am »

Take the base yield in your town report and multiply it by 0.41 and that is the maximum steady state export.
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ank

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Re: Alpha Test for Might & Fealty
« Reply #231 on: April 02, 2013, 07:45:12 am »

Base yields are 0 for scrublands:
0*0.41=0
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Mookzen

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Re: Alpha Test for Might & Fealty
« Reply #232 on: April 02, 2013, 07:49:54 am »

Take the base yield in your town report and multiply it by 0.41 and that is the maximum steady state export.

That seems a little bit extreme, what would a 'maximum steady state export' imply ? Given that multiplier a typical grassland village of 800ish pop with a 500 base yield would end up exporting  200 food, which would shrink the settlement very fast until it stabilizes at what, half pop ? Guess it depends on how high you want to keep the pop for future purposes.

A better question might be, at what export level does a village start to lose population super fast, -50, -100, -200 ? We are talking about feeding the capital but also making sure the exporting villages don't become worthless with under 200 population, noting the poor 12 population villages someone has.
« Last Edit: April 02, 2013, 07:52:30 am by Mookzen »
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Gervassen

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Re: Alpha Test for Might & Fealty
« Reply #233 on: April 02, 2013, 07:59:36 am »

I'm saying that steady state means you can keep the population above zero at that level. If you have a base yield of 600, then you'll start with about 1200 people, but if you export more than 250 grain, that number will slowly go to zero over several dozen turns. If you export 250 exactly, it will stabilize at a steady state value of  402 people. If you export even less, the population will stabilize at an even higher number. There's a tipping point in there, and population will go absolutely to zero.

I was in the first alpha and did tables of the data back then. LGM also did separate tables and came to about the same numbers. Trust me, it works, and you can ignore the town from that point on. Usually.

Oh, and if you tribute ALL the food and the town is utterly starving, the city goes down by about 20% each turn, but you get a quick infusion of food. It's a tactic to keep in mind, but you have to switch to a more sustainable level when it falls too low.

It occurs to me that I'm not really explaining any of this well.  :D
« Last Edit: April 02, 2013, 08:07:31 am by Gervassen »
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Mookzen

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Re: Alpha Test for Might & Fealty
« Reply #234 on: April 02, 2013, 08:18:34 am »

Helpful tips, cheers. However Tom did mention that relationships between stuff are not linear, diminishing returns, confounding variables and all that. Numbers from a small sample should still be close enough for reasonable prediction though. Anyone planning a factor analysis to determine whats actually going on ? The data seems easily obtainable, just a matter of time and effort. This might actually be the game that makes me dust off the trusty old SPSS.
« Last Edit: April 02, 2013, 08:24:04 am by Mookzen »
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Knight of Fools

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Re: Alpha Test for Might & Fealty
« Reply #235 on: April 02, 2013, 08:35:54 am »

Is that you attacking in Thattigris?

That's me, trying to claim my first bit of land. My peasants seem rather ineffective at taking the city, though.
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ank

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Re: Alpha Test for Might & Fealty
« Reply #236 on: April 02, 2013, 09:05:48 am »

aha, if you are willing to join our kingdom(and swear fealty to me) I will help you take Thattagris, and grant you a nearby estate!


wait. base yield isn't 0 on scrublands, it's 183.
I thought base yield meant it's what it's yielding with no workers, guess i was wrong.
« Last Edit: April 02, 2013, 09:12:04 am by ank »
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PanH

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Re: Alpha Test for Might & Fealty
« Reply #237 on: April 02, 2013, 10:03:11 am »

Wait, what exactly is the base yield ?
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Zangi

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Re: Alpha Test for Might & Fealty
« Reply #238 on: April 02, 2013, 10:07:32 am »

Natural yield capacity of an estate.  Anything beyond that gets hit by diminishing returns.  Food per farmer kinda deal.
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PanH

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Re: Alpha Test for Might & Fealty
« Reply #239 on: April 02, 2013, 10:12:12 am »

So, how do you get it ?
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