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P.1. All halflings converted to workers. I have overall net income of 0 coins and food income of -11 food. P.2. All halflings converted to farmers. I have net income of 5 foods and 7 gold. So for net change of 16 food production I receiving 7 coins. Well, it really looks like "2 foods equal to 1 coin", yes. But it seems that it is not net surplus of your empire. It is any surplus above "needed" level, regardless of your actual needs. That's equal to "one farmer equal to one coin" as usual farmers produce exactly two foods. It is even, I presume? Quote:
- Every sword have probability of 30% to do one damage. Every +1 increase this chance by 10% (so only +7 weapon will hit always in full strength). - Ranged attack have the same restrictions for strength, but another probabilities. It is 30% for any magic attack, and 30-20-10% for 2-4-5+ squares for non-magic. - Defence applied to all attacks, including ranged and magical. The same 30% for blocking one successful hit per shield. - Resistance is added parameter to escape spell altogether. 10% per cross. So ten crosses means invulnerability to spells and special attacks. 2. BTW, in any battle there is mana multiplier like "1.5x", shown under mana reserves. It shows mana spending per spell. So for named 1.5 any spell of 10SP will drain your skill by 10, but mana reserves by 15. Depend of distance from home castle. |
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![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() Join Date: Feb 2009
Location: Sydney, Australia
Posts: 249
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"Note that surplus gold and mana are added to the amounts shown in the status window each turn, while surplus food is converted to gold at a rate of one gold piece per two surplus food units." On the other hand, a part about taxation in the manual says nothing about farmers paying more tax than workers. In fact, according to the manual some races have workers that produce more gold (tax) than farmers. "Gold: You determine how much gold each town generates by setting the tax rate. By default, the tax rate starts at one gold per figure, but you can set it anywhere from one-half to three gold per figure, in half coin increments. Dwarf workers produce double the tax rate, and nomads produce 50% more." Perhaps halfling farmers pay more tax (since they produce more food as well), but it's not mentioned in manual. I guess we can always do a similar test that you did, but with another race. Btw, I don't doubt what you said there - I have no reason to. It's just strange that it's not mentioned anywhere in the manual. Maybe it's another bug or maybe it's a feature implemented for the v1.31 (and manual being written for v1.00 or something). Quote:
Btw, I wonder if there's a thing like automatic fail or automathic success. For example, 30% chance could mean that on D10 you need to roll 8 or 9 or 10, but if you have 10 crosses and therefore 100% chance maybe if you still roll 1 it's an authomatic failure. Warhammer uses such rules (although the game works with d6, not d10). Just a thought. Quote:
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