Xineoph Posted February 28, 2009 Report Share Posted February 28, 2009 I was under the impression they all stack up. Or even if resource and bonus' are considered separate, it would still add up in another way. So why is it that if I used the Cybernations resource calculator, and added up the percentages to get the lowest navy purchase cost, I get 27.3% instead of the 30% expected or if I did maximum Soldier Efficiency, I get 63.9% instead of the expected 53%. Can someone please explain that to me? Quote Link to comment Share on other sites More sharing options...
ecoli73 Posted February 28, 2009 Report Share Posted February 28, 2009 I was under the impression they all stack up. Or even if resource and bonus' are considered separate, it would still add up in another way.So why is it that if I used the Cybernations resource calculator, and added up the percentages to get the lowest navy purchase cost, I get 27.3% instead of the 30% expected or if I did maximum Soldier Efficiency, I get 63.9% instead of the expected 53%. Can someone please explain that to me? I believe the same resources add, different multiply: income mod = (1+number of banks*.07)(1+number of schools*.05) etc Quote Link to comment Share on other sites More sharing options...
Count Rupert Posted February 28, 2009 Report Share Posted February 28, 2009 I was under the impression they all stack up. Or even if resource and bonus' are considered separate, it would still add up in another way.So why is it that if I used the Cybernations resource calculator, and added up the percentages to get the lowest navy purchase cost, I get 27.3% instead of the 30% expected or if I did maximum Soldier Efficiency, I get 63.9% instead of the expected 53%. Can someone please explain that to me? I believe the same resources add, different multiply:income mod = (1+number of banks*.07)(1+number of schools*.05) etc Same resources do nothing beyond what the first gives you as duplicates provide no additional benefit. All resources multiply. So for example Wheat and Fish provide a population benefit of 1.08*1.08 = 1.1664 or 16.64% not 8%+8% = 16%. All different improvements multiply, like improvements stack (add together). All wonders multiply. Quote Link to comment Share on other sites More sharing options...
Chairman Cao Posted March 1, 2009 Report Share Posted March 1, 2009 What Rupert said. Ecoli's formula for improvs was correct but you don't benefit from two of the same resource at all (it won't even be listed twice). To take your specific example of soldier efficiency, you should be calculating it as follows: Multi = Alu * Coal * Oil * Pigs = 1.20 * 1.08 * 1.10 * 1.15 = 1.639 ie. a 63.9% increase. Quote Link to comment Share on other sites More sharing options...
ecoli73 Posted March 1, 2009 Report Share Posted March 1, 2009 What Rupert said. Ecoli's formula for improvs was correct but you don't benefit from two of the same resource at all (it won't even be listed twice).To take your specific example of soldier efficiency, you should be calculating it as follows: Multi = Alu * Coal * Oil * Pigs = 1.20 * 1.08 * 1.10 * 1.15 = 1.639 ie. a 63.9% increase. Yes, a misuse of words... Quote Link to comment Share on other sites More sharing options...
kugelblitz22 Posted March 6, 2009 Report Share Posted March 6, 2009 I have noticed this too with population bonus the numbers don't add up. Quote Link to comment Share on other sites More sharing options...
Count Rupert Posted March 8, 2009 Report Share Posted March 8, 2009 I have noticed this too with population bonus the numbers don't add up. You would have to supply details to prove that. The Resource Calculator seems to come up with the expected numbers. Population modifying resources: Wheat: 8% Fish: 8% Cattle: 5% Pigs: 3.5% Sugar: 3% A standard 3BR: Aluminum, Iron, Lumber, Marble, Water, Wheat, Spices, Sugar, Cattle, Pigs, Fish, plus a wildcard gives bonus resources of Fastfood, Construction, Beer The Resource calculator indicates a population modifier of 30.6%, doing the math; 1.08*1.08*1.05*1.035*1.03 = 1.305612756 or 30.6% same as the calculator A standard 5BR: Aluminum, Iron, Lumber, Marble, Water, Wheat, Coal, Rubber, Cattle, Oil, Fish, Sugar gives bonus resources of Asphalt, Automobiles, Construction, Beer, Steel The Resource calculator indicates a population modifier of 26.1%, doing the math; 1.08*1.08*1.05**1.03 = 1.2614616 or 26.1% same as the calculator Not sure where you are having a problem. Quote Link to comment Share on other sites More sharing options...
Jack Shepard Posted March 11, 2009 Report Share Posted March 11, 2009 Count Rupert (or someone else), I was wondering if you could help me with some Clinic/Hospital maths. I had the following examples in my alliance: #1 Nation with 14448 citizens, Pigs, no clinics. Added 1 clinic expected: 14448 * 1.02 = 14736 Actual was: 14748 #2 Nation with 17393 citizens, 2 clinics, Pigs, Cattle, Fish, Sugar Added 1 Hosp expected: 17393 * 1.06 = 18436 Actual was: 18471 #3 Same Nation as #2 with 18471, 2 clinics, 1 Hosp, Pigs, Cattle, Fish, Sugar Added 1 clinic expected: 18471/1.04 * 1.06? = 18826? Actual was: 18837 Any clues as to what I'm missing much appreciated. Quote Link to comment Share on other sites More sharing options...
raskull Posted March 12, 2009 Report Share Posted March 12, 2009 Count Rupert (or someone else), I was wondering if you could help me with some Clinic/Hospital maths. [snip] There is a bit more to the citizen count formula than just base citizens * modifiers. There is another component that is not affected by some modifiers. I don't think anyone has come out and mentioned it publicly (although I've seen a few people hint at it), so I'm hesitant to give all the details. Try playing with your soldier count (while keeping an eye on your citizen count) sometime though... Quote Link to comment Share on other sites More sharing options...
Jack Shepard Posted March 12, 2009 Report Share Posted March 12, 2009 I have noticed the more troops you buy, you lose citizens... so perhaps if nation #1 in my example had 20% troops his population would be 15,000 and that would explain the 15,000 * 0.02 = 300 citizen increase? (perhaps its 2% of your amount before modified by troop level/environment)... or something... don't know Quote Link to comment Share on other sites More sharing options...
Otis Smith Posted March 12, 2009 Report Share Posted March 12, 2009 Is this possible: The amount of soldiers has an affect on the environment, which in turn has an affect on the population size. Quote Link to comment Share on other sites More sharing options...
enderland Posted March 12, 2009 Report Share Posted March 12, 2009 Is this possible:The amount of soldiers has an affect on the environment, which in turn has an affect on the population size. Yes, but I believe that effect only occurs once (it's an all or nothing thing). Perhaps it is a sliding scale? Quote Link to comment Share on other sites More sharing options...
raskull Posted March 12, 2009 Report Share Posted March 12, 2009 I have noticed the more troops you buy, you lose citizens... Exactly. perhaps its 2% of your amount before modified by troop level/environment)... or something... don't know Perhaps... Something like citizens = X * 1.02 - Y would explain this. Now the trick is finding Y. (I think I'm going to wear out the wink emoticon in this thread...) Quote Link to comment Share on other sites More sharing options...
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