![]() I would be much obliged if someone can explain to me why the theory is not meshing perfectly with real life.Īs you see the net hammers per turn have not increased (overflow is still only 62) and I am getting 132 instead of the predicted 136.25 (understandable since we don't have all the hammers predicted). I'm guessing there is some sort of rounding issue happening here, but I'm not a code person so I have no idea. The overflow starts capping at 62 instead of 63 and thus the numbers come out slightly off. This is all good in theory but when I put it into practice something weird happened. 25 police state + 1 forge and powered factory) will eventually (in fact by the fourth turn) be churning out 136.25 a turn in addition to the artillery it makes. A city producing a base of 63 hammers per turn with a military production multiplier of 3.75 (1 base + 1 heroic epic +. ![]() To provide a real example, on quick speed, artillery cost 100. So at some reachable point that city will be spitting out one unit and kP-C each turn. This is happening linearly so it is a finite number of turns before they achieve these caps. The overflow gold on the other hand will start off as a constant 0 until after kx i > C, at which point it will grow linearly until reaching its maximum value of KP-C the turn after overflow hammers max out. It will reach its maximum on the ceiling+1 turn. What this means is that the overflow hammers will increment by P-C/k each turn to a maximum of P at which point it will remain constantly P. However, if the Base Hammers exceeds both the Base Cost and the Hammers per Turn values, then the Overflow Hammers = max ![]() Overflow Gold - the amount of added to the treasury as a result of overflow (how to calculate is below)Īt the completion of a production project in a city, if the Base Hammers value does not exceed both the Base Cost and the Hammers per Turn values, then the Overflow Hammers = Base Hammers. ![]() Overflow Hammers - the number of that are carried over the turn after a build is completed in a city (how to calculate is below) Modified Hammers per Turn - the number of produced in a city each turn for a build including production bonuses Hammers per Turn - the number of produced in a city each turn before any production bonuses Production Multiplier - The production bonus applied to a build converted from a percent + 1īase Production Multiplier - The production bonus in the city that is applied to any build that city makes + 1.īase Cost - True Cost/Production MultiplierĮxcess Hammers - at the completion of a build in a city, the total number of invested minus the True Costīase Hammers - Excess Hammers/Production Multiplier I still have not been able to test this in 3.19 but from all information I have, early game gold overflow does not exist. When I get to try out the patch I will confirm that this is correct. I will update to reflect the BTS changes as I expect them to be based on the patch notes. The numbers in the original article are still valid for Warlords 2.08. As of the most recent patch, the way gold overflow works has been slightly changed. Throughout the article, any numbers I quote are from the marathon game speed but can be scaled appropriately to your game speed of choice. After that I will examine some potentially uses of overflow to gain some advantages. In this article, I will explain what happens between turns to the excess from a completed build.
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