> the problem with the logic of
> > 5000 is too high and even 2000 is higher than it should be...
> is this is for mod's, not just vanilla. So it may be entirely possible for someone to train the full capacity of their potential.
If they have a high median and low minimum value then maybe, but it will take a very long time and isn't that relevant. For a very long time that dwarf will have that attribute below maximum value. For example a worker is lucky to gain 50 points per year. I still say, what I said before.
If someone mods CTI, sim3 will factor that in, but otherwise a realistic value for sim_gain would be maybe a thousand and that only for attributes that the military trains. There is simply no point in caring about max_value so much if it won't be achieved before the inevitable FPS death in 5 years.
> Vanilla alone has shown danger rooms have a significant increase on skills/attributes in a short amount of time.
My experience with them was that they trained skills very fast, as well as Endurance and were somewhat faster at improving other attributes than military training, but weren't as great as the hype would suggest.
> Using something like pumps exclusively for militia dwarfs could potentially allow a dwarf to hit his max strength in a few years.
I tried that and got around 50-200 after training to Legendary+5, endurance increasing the fastest. This was better than normal labour, but military works much better for attributes.
> > For sim3 the current attribute value is much more important, while your function values the cap more.
> I found this weird since my results consistently reported lower values than yours.
This was my conclusion from graphing both in relation to growing starting value. After the median, your function growed faster and eventually overtook sim3. Yes, most of the time sim3 return value will be above yours. If you increase the sim_gain further, sim3 will hog the cap even more.
> Graphs.
Well, they are more readable in this form.
> you'll notice that yours and mine spike around the same data points, but until you reach higher CTI's, your's cease to spike. I found increasing the att_sim to 5000 retained the spiking nature.
I've told you this several times already. When you have current value 2000 and simulate a gain of 2000, it doesn't matter if the cap is at 4000 or 5000, sim3 will still return 3000, because it won't cap either way. You may find "not spiking" an undesirable property, but I like it. It means that you are so far from the cap, that it doesn't even matter at this point and only the current value is important. sim3 will only notice a change in the cap if ((cap -curr) > sim_gain). Even if it notices, a higher current attribute value can compensate the difference pretty quickly. In the first of your graphs I can see that current increases pretty steadily, while cap jumps all over the place. If you kept graph of current in your two bottom graphs, sim3 would closely follow the current value by the looks of it, which is what I want.