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Where in the world have you settled?

Northern Tetra
- 54 (50%)
Southern Tetra
- 16 (14.8%)
Zaldor
- 16 (14.8%)
Error
- 14 (13%)
Other
- 8 (7.4%)

Total Members Voted: 107


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Author Topic: Land of Lords: Crusader Kings crossed with Anno  (Read 189796 times)

Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1380 on: January 13, 2017, 04:29:58 am »

You have to move your lord to a spot outside your borders, then it's an action under the double shield tab.

(assuming you have enough expansion capacity)
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Micro102

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1381 on: January 13, 2017, 04:35:21 am »

I take it you need a school before you can build anything across a river?
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Xardalas

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1382 on: January 13, 2017, 04:36:24 am »

You have to move your lord to a spot outside your borders, then it's an action under the double shield tab.

(assuming you have enough expansion capacity)

Ah, thanks. I got like 800ish expansion capacity I gotta use up. Does it control how much I use? Or does it just throw it all into one expansion?
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Zazmio

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1383 on: January 13, 2017, 04:46:00 am »

You have to move your lord to a spot outside your borders, then it's an action under the double shield tab.

(assuming you have enough expansion capacity)

Ah, thanks. I got like 800ish expansion capacity I gotta use up. Does it control how much I use? Or does it just throw it all into one expansion?
It depends on the acres of the territory you want to expand into.

Click on an unowned area next to your border, then search the help file for expand domain action.  It will tell you how many acres it has, and if you're allowed to expand there.

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Vibe

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1384 on: January 13, 2017, 04:48:15 am »

Have you tried taking out the digger and just use bricklayer?  Maybe digger is reducing quality.

If not, it could be your workers are low level.  Maybe it isn't possible to get higher quality without high level workers.

I tried all the combinations, including single workers. Digger + Bricklayer give the best quality.
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Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1385 on: January 13, 2017, 04:48:52 am »

@Xardalas - The map is separated into invisible 'zones' of varying shapes and sizes, like a jigsaw.  When you expand it'll give you whichever zone your lord was in when you used the action.

So it might use all the expansion capacity you have (and then some - you technically only need 1 acre of spare capacity to expand into any area), or you might still have some left over depending on the size of the zone you get and how much capacity you had.


@Micro102 - if you're wanting to bridge or fjord the river then you'll very likely need a surveyor or architect or maybe engineer, which in turn requires a school to train (since bridges/roads require surveying skill and rivers give a big penalty to surveying which would stack with the -30 non-specialists get).  If you just want to build e.g. a hunter shelter on the other side, you should be fine.
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Vibe

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1386 on: January 13, 2017, 05:18:28 am »

To be honest I'm not entirely sure how that works, as your results don't seem to entirely match up to the calculations laid out in the help page (https://www.landsoflords.com/help/act/calculation).  With the values you've provided I would expect something around 65-70% quality for the final construction (the masonry is around 80%, but the digging will be nearer 60%, and both contribute equally to the construction.  So I/we must be missing something here.

My guess is that either a) carriage is coming into play here; there's not much reliable info on exactly how carriage contributes, but I note the example on the help page for making bread explicitly mentions it's not considering the carriage, suggesting that if you did consider it you'd get different results, or b) there's a cap on how high quality the basic tier buildings can be (I've noticed that upgrading a building, assuming you use decent materials and the proper workers, generally gives an upgrade in quality).

I tried doing the maths for my boilermakers crafting helmets and came out within 1% of the actual value they're producing, and carriage seems the obvious difference there (you're moving 26000kg of granite, whereas my boilermakers are only moving 153kg of metal/charcoal).  So carriage is my guess.

Thanks. Somehow I doubt it is carriage, I think the reason here is that the skills of my Bricklayer and Digger are kinda low (due to low level) and the high quality of Granite that I'm trying to use doesn't have as much impact as I hoped it does - I checked the help page of that calculation, but there doesn't seem to be any info on how the material quality impacts the final product in relation with the skills of the workers.

I do want to test if carriage does improve quality though, so my question now is - do I need 10 horses and carts/wagons to equip one unit? Because that's quite costly D:
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Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1387 on: January 13, 2017, 05:25:54 am »

I believe it's 5 for horses, carts, and wagons.  If I get the spare settlers I'm going to try training up a carter (I have wagon/cart production in my domain) to see what sort of effect they have.  I've not heard particularly good things though.


As far as I understand it, the way that material quality affects the final product is that the material gives a bonus to the skill involved (in this case granite giving +25 masonry), and then the quality of the material modifies its bonus - at 0% quality there's no bonus, at 50% quality you get the bonus stated, and at 100% quality you get double the bonus.  So presumably 100% quality granite would give +50 masonry skill bonus, and 82% quality granite would give 0.82*50=41 masonry skill bonus.

Of course I may have misunderstood or misread something along the way.
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Finndibaenn

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1388 on: January 13, 2017, 05:31:23 am »

To be honest I'm not entirely sure how that works, as your results don't seem to entirely match up to the calculations laid out in the help page (https://www.landsoflords.com/help/act/calculation).  With the values you've provided I would expect something around 65-70% quality for the final construction (the masonry is around 80%, but the digging will be nearer 60%, and both contribute equally to the construction.  So I/we must be missing something here.

My guess is that either a) carriage is coming into play here; there's not much reliable info on exactly how carriage contributes, but I note the example on the help page for making bread explicitly mentions it's not considering the carriage, suggesting that if you did consider it you'd get different results, or b) there's a cap on how high quality the basic tier buildings can be (I've noticed that upgrading a building, assuming you use decent materials and the proper workers, generally gives an upgrade in quality).

I tried doing the maths for my boilermakers crafting helmets and came out within 1% of the actual value they're producing, and carriage seems the obvious difference there (you're moving 26000kg of granite, whereas my boilermakers are only moving 153kg of metal/charcoal).  So carriage is my guess.

I'm trying to figure that out also, as i find the same issue for some other tiered buildings (wells or limbe burners for example).
Another thing that can come into play here is stonecutting maybe.

On my side,i've recently built a 2nd tilery, using basically the same materials (granite) and workers (lvl 3/4). It came out at 57%
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Vibe

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1389 on: January 13, 2017, 05:40:04 am »

I believe it's 5 for horses, carts, and wagons.  If I get the spare settlers I'm going to try training up a carter (I have wagon/cart production in my domain) to see what sort of effect they have.  I've not heard particularly good things though.


As far as I understand it, the way that material quality affects the final product is that the material gives a bonus to the skill involved (in this case granite giving +25 masonry), and then the quality of the material modifies its bonus - at 0% quality there's no bonus, at 50% quality you get the bonus stated, and at 100% quality you get double the bonus.  So presumably 100% quality granite would give +50 masonry skill bonus, and 82% quality granite would give 0.82*50=41 masonry skill bonus.

Of course I may have misunderstood or misread something along the way.

That was what I presumed as well.

Ok so let me do some calculations with my guys/materials:
Granite 82% = +41 Masonry
Bricklayer = +20 Masonry
Digger = +31 Digging

So for Rudimentary tilery:
Digging x10 = 31
Masonry x10 = 61

Expected action/building quality
(61+31)/2 = +46 action bonus; going by the action calculation chart from the help (+40 = 63%, +50 = 71%), the building quality should be around 67-68%

Actual building quality
56%

So this has to be further impacted by something else. The help file does say:
 The overall quality of the action is equal to the average of the qualities produced in each skill, weighted by the amount of work.

So maybe that has something to do with it.
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Radsoc

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1390 on: January 13, 2017, 05:49:27 am »

Are there any benefits of proclaiming a village instead of a township? Is it reversible?
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"The hand-mill gives you society with the feudal lord; the steam-mill society with the industrial capitalist."

"To punish the oppressors of humanity is clemency; to forgive them is cruelty. The severity of tyrants has barbarity for its principle; that of a republican government is founded on beneficence."

Biowraith

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1391 on: January 13, 2017, 06:05:02 am »

So this has to be further impacted by something else. The help file does say:
 The overall quality of the action is equal to the average of the qualities produced in each skill, weighted by the amount of work.

So maybe that has something to do with it.

Do you mean if it had been e.g. 100 Digging and 100 Masonry actions to build the tilery, instead of 10 of each, that it'd have ended up with a higher overall quality?

If so I don't think that's the case - I've not noticed e.g. a hut with its 50 or so actions to come out at a noticeably different quality than a wooden castle with its 800 or so actions, given the same materials and workers.


I think it just means that you don't do a straight average of the skills involved, you weight them based on how many actions each had relative to the other.  So in the case of the tilery with its 10xDigging and 10xMasonry, it actually is a straight average since the ratio of skills is 1:1.  But if the tilery had required 10xDigging and 90xMasonry, your calculation would have been 0.1*31 + 0.9*61 because the Masonry would be weighted 9 times 'heavier' than the Digging.



Are there any benefits of proclaiming a village instead of a township? Is it reversible?
A Town can have vassals (villages and domains only), but a village cannot.  A Town can also appoint another character as treasurer, but I'm not 100% sure what that involves (sounds like they could then buy and sell your town's resources for you and set tax levels).  I'm pretty sure it's reversible.


« Last Edit: January 13, 2017, 06:07:18 am by Biowraith »
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Vibe

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1392 on: January 13, 2017, 06:14:14 am »

I think it just means that you don't do a straight average of the skills involved, you weight them based on how many actions each had relative to the other.  So in the case of the tilery with its 10xDigging and 10xMasonry, it actually is a straight average since the ratio of skills is 1:1.  But if the tilery had required 10xDigging and 90xMasonry, your calculation would have been 0.1*31 + 0.9*61 because the Masonry would be weighted 9 times 'heavier' than the Digging.

Yeah you're right. I knew about the ratio before, but I actually thought that "amount of work" meant the building time, so a building that took more time to build would result in a lower quality. But that sounds kind of silly. Well, this is still an enigma... I'm guessing there's some more complicated formula including materials and skills involved and I doubt admin would just reveal it, from the forums I got the feeling he wants us to experiment.
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Xardalas

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1393 on: January 13, 2017, 07:33:02 am »

I think I'm quite content with the area I have right now. I have a bunch of trees of near max quality. Easy access to granite and slate. Some silver and plenty of lead near by. I lack Iron but with that being so goddamn cheap right now, I don't really see it as much of a issue. I got a big town near me, so I don't know how I feel about that but hopefully things will work out for me.
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AlStar

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Re: Land of Lords: Crusader Kings crossed with Anno
« Reply #1394 on: January 13, 2017, 08:29:49 am »

Seriously, you piss off one minor Frenchie who happens to write some good prose in the RP section...
Spoiler (click to show/hide)

It was actually a good fight until knights from all over the globe (literally - I checked the home realms of some of them) started coming in. And the way they talk, you'd think I was the next Hitler or something. Lighten up guys.
« Last Edit: January 13, 2017, 08:37:17 am by AlStar »
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