ThePatriarch Posted March 20, 2008 Report Share Posted March 20, 2008 I was under the impression that the effects of resources multiplied against each other, but when looking at the claimed benefits of many trade circles, the authors add the effects together. So do resource modifiers multiply or add against each other? Would fish, wheat, and cattle yield a 1.22472 or 1.21 population modifier? Quote Link to comment Share on other sites More sharing options...
Emperor Badger Posted March 20, 2008 Report Share Posted March 20, 2008 I think everything multiplies, so 1.05 x 1.08 x 1.08 = 1.22472 (DAC)Syzygy will correct me on this if I am wrong. He knows everything there is to know about Planet Bob. Quote Link to comment Share on other sites More sharing options...
unbiased mod Posted March 20, 2008 Report Share Posted March 20, 2008 correct, 1.05x1.08x1.08 Quote Link to comment Share on other sites More sharing options...
Syzygy Posted March 20, 2008 Report Share Posted March 20, 2008 I think everything multiplies, so 1.05 x 1.08 x 1.08 = 1.22472(DAC)Syzygy will correct me on this if I am wrong. He knows everything there is to know about Planet Bob. well not everything, but a lot. basically you can say: modifiers from DIFFERENT ITEMS multiply, modifiers from the SAME ITEMS are added. Example: Wheat brings +8%pop, Fish brings +8%pop, 1 Clinic brings +2%pop. The result is: 1.08*1.08*1.02 = 1.189728 If you have the same things multiple times (for example 5 clinics), those do NOT MULTIPLY, they are ADDED first. Wheat brings +8%pop, Fish brings +8%pop, 5 Clinic brings +(5x2%)pop. The result is: 1.08*1.08*(1+5*0.02) = 1.08*1.08*1.10 = 1.28304 Quote Link to comment Share on other sites More sharing options...
uaciaut Posted March 20, 2008 Report Share Posted March 20, 2008 well not everything, but a lot.basically you can say: modifiers from DIFFERENT ITEMS multiply, modifiers from the SAME ITEMS are added. Example: Wheat brings +8%pop, Fish brings +8%pop, 1 Clinic brings +2%pop. The result is: 1.08*1.08*1.02 = 1.189728 If you have the same things multiple times (for example 5 clinics), those do NOT MULTIPLY, they are ADDED first. Wheat brings +8%pop, Fish brings +8%pop, 5 Clinic brings +(5x2%)pop. The result is: 1.08*1.08*(1+5*0.02) = 1.08*1.08*1.10 = 1.28304 LIEZ AND SLANDER! Seriously though, listen to da man Quote Link to comment Share on other sites More sharing options...
Golan 1st Posted March 20, 2008 Report Share Posted March 20, 2008 For some strange reason, the soldier upkeep cost for lead and pigs don't stack (the maximum reduction you get if you have both is -0.5$). Also, some bonuses don't multiply, but add (for example, happiness). Quote Link to comment Share on other sites More sharing options...
LeVentNoir Posted March 20, 2008 Report Share Posted March 20, 2008 Are those absolute reductions instead of %ages? Quote Link to comment Share on other sites More sharing options...
Count Rupert Posted March 20, 2008 Report Share Posted March 20, 2008 They are absolute reductions (Pigs & Lead). Sounds like a bug and that one of them is not giving the stated benefit. Quote Link to comment Share on other sites More sharing options...
Mirreille Posted March 20, 2008 Report Share Posted March 20, 2008 As a semi-related question, rather then post a seperate topic on it, I will ask it here: Does resource bonus $$ get applied to the gross income the same as happiness does? For example, wine is +3 happiness = $6 x your multipliers for banks, etc. Silver is +2 happiness and +$2. Do they in fact produce the same amount of income boost, or is there something to the way bonus $$ get added that makes them different? Someone in my AA said that $$ bonuses get added directly to the gross, so once you get banks, etc., those type resources are not as valuable as happiness producing ones, but I would like to know for sure. Quote Link to comment Share on other sites More sharing options...
Count Rupert Posted March 21, 2008 Report Share Posted March 21, 2008 Wine and Silver are exactly the same in the benefit applied to your nation. The formula starts with your base citizen income; bonuses are then added to that for happiness (@$2 per point) and for Income. That grand total is then multiplied by the modifiers giving you the citizen income you see ingame and from which your tax income is based. ((Base Citizen Income)+((Happiness*$2))+(Income bonuses))*(Modifiers) = (Modified Citizen Income) Quote Link to comment Share on other sites More sharing options...
Veritas Posted March 21, 2008 Report Share Posted March 21, 2008 Wine and Silver are exactly the same in the benefit applied to your nation. The formula starts with your base citizen income; bonuses are then added to that for happiness (@$2 per point) and for Income. That grand total is then multiplied by the modifiers giving you the citizen income you see ingame and from which your tax income is based.((Base Citizen Income)+((Happiness*$2))+(Income bonuses))*(Modifiers) = (Modified Citizen Income) QFT, i tested this with my nation when i lost a trade once and yes they both have the exact same effect. -Veritas Quote Link to comment Share on other sites More sharing options...
Kantrix Posted April 3, 2008 Report Share Posted April 3, 2008 Wine and Silver are exactly the same in the benefit applied to your nation. The formula starts with your base citizen income; bonuses are then added to that for happiness (@$2 per point) and for Income. That grand total is then multiplied by the modifiers giving you the citizen income you see ingame and from which your tax income is based.((Base Citizen Income)+((Happiness*$2))+(Income bonuses))*(Modifiers) = (Modified Citizen Income) How do you figure out what the "Base Citizen Income" is? I've been able to account for all the money from my tradeset, improvements, and wonders via my happiness. But that number is less than what the game tells me. In other words, if I just convert my Happiness into income, there is some missing. So there must be a Base Citizen Income. How do I find that out? Quote Link to comment Share on other sites More sharing options...
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