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Old 29-04-2010, 08:10 PM   #1
Smiling Spectre
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Originally Posted by Pex View Post
I believe I know what you are talking about here. All surplus food (food you produce but don't use for your units) it's sold at the end of the turn at (I think) one gold per two units of food. That's explained by saying that you cannot stack food (which is a pity btw). So if you convert builders to farmers and therefore make extra food, you will get more gold, but only if your overall food production is positive - if it's zero you get nothing.
Oh, well, as my main city is halfling ones, I can do a simple test.

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?
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I don't know the game mechanics of spell casting, but I'm assuming it doesn't depend only on your power and the resistance of the creature, but also on some chance (computer dice roll), because it's obvious that some spells sometimes cause a great damage and sometimes small or no damage at all during the same battle.
1. Manual clearly states that:

- 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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Old 30-04-2010, 12:32 AM   #2
Pex
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Oh, well, as my main city is halfling ones, I can do a simple test.

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?
I don't know. This is a quote from the manual.

"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:
1. Manual clearly states that:

- 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.
I was too lazy to look for those figures

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.

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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.
That's tend to get annoying if you are a spell orientated wizard rather than creature orientated one. I used to select 'channeling' skill to overcome that problem but lately I just select alchemy and get extra mana I need from gold.
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Old 02-05-2010, 02:10 PM   #3
Smiling Spectre
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Originally Posted by Pex View Post
I don't know. This is a quote from the manual.

"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.
Well, there is misunderstanding, I think. I said already: this surplus gold is not from tax. It is really converted food. But it seems, it is not total food (that needed for all your armies and cities), but any surplus produced by city. Even if it is not actual "surplus", but consumed one in some other city. That's because of that I named it "even".
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