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[SPOILERS] Scooticator and Pindooter give a sporting try

So it looks like the +25% is multiplicative, but is still constrained by the same rounding problems as the other routes. So after all the modifiers take place and the trade route is calculated, it produces the number like it normally does. Then for each trade route that integer is run through the +25% modifier, and that in turn is truncated to integer math.

For example:

[Image: pb13%20-%20turn162%20-%20freetrade%20ex1.JPG]

1.2c base profit and +250% modifier ends up with 4.2c for the route, and that in turn is rounded down to 4

Then 4c is multiplied by +25% to get to 5c

We're missing a tooltip here, btw


Second example:

[Image: pb13%20-%20turn162%20-%20freetrade%20ex2.JPG]

1.4 base profit x +25% = 1.75, which truncates down to 1c. 1c x +25% = 1c
Here is a case where if Free Trade modifier was additive, it would be 1.4 x +50% = 2.1c, and the route would be worth 2c


So if this is correct, Free Trade will give +1c to all our routes that are 4c or more, and +2c to any route that is 8c or more.
Suffer Game Sicko
Dodo Tier Player
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Look at the total gold you're earning - it's higher than it should be if you just added up the four trade route yields that it is displaying. Like I said, the multiplier is on the total trade route commerce of a city.
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(January 22nd, 2014, 21:25)SevenSpirits Wrote: Look at the total gold you're earning - it's higher than it should be if you just added up the four trade route yields that it is displaying. Like I said, the multiplier is on the total trade route commerce of a city.

I think I need you to help walk me through it a bit more.

Here, I took a 3rd screenshot showing the tooltips for all the trade routes and the total commerce for the city:

[Image: pb13%20-%20turn162%20-%20freemarket%20ex3.jpg]

I count 18c from land tiles, so that's 18c left over to come from trade routes.
The total trade routes add up to 17c from the screenshot
Two trade routes have an extra cpt from the trade tooltip to the value in the Trade Routes listing.

What I'm starting to think is that the tooltip for trade routes is completely broken and Seven is right about the mechanic
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Right, there are a lot of misleading numbers in the picture. 5/4/3/3 (totaling 15) is before applying free market completely. 6/5/3/3 (totaling 17) is after applying free market, but it's rounding each one down in the display which is not how it actually works. The actual total is 15 * 1.25 rounded down, which is 18.
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Turn 163

Three turns away from Oxford! We had to shuffle a lot of tiles this turn, but the setup is ready!

[Image: pb13%20-%20turn163%20-%20theturn.JPG]

[Image: pb13%20-%20turn163%20-%20setup.JPG]

*****

[Image: pb13%20-%20turn163%20-%20mission.JPG]

I sent our next missionary east. I'm thinking we send him to Packers, because Lions is going to be hiring a bunch of specialists in 5 turns after NE finishes. (Next great person in 15 turns, btw. Next Golden Age in about 25 turns.)

[Image: pb13%20-%20turn163%20-%20lewwyn.JPG]

I scoped Lewwyn out a bit and he looks to be building pikes everywhere. I think he is more afraid of us attacking than we are of him attacking us.


So scooter and I chatted a little tonight and we're going to go for Economy straight off the bat. It looks like 150cpt may even be a low-end guess of what we'll be getting for Free Market. And the anarchy turn should be made up within a dozen turns after. So waiting for our next golden age isn't a good option either.

This should only delay Astronomy by 5 or 6 turns, which I don't htink is a horrible decision. If we go Astronomy next we should finish it by end of t168. Going Economics first will get Economics at the same turn. Revolt to Bureaucracy on t169, and then Astronomy would come in by t173 or t174.

And after we do get Astronomy, i would like to take a look at this:

[Image: pb13%20-%20turn163%20-%20mackoti.JPG]

Right now we have 11 berserkers. By the time Astronomy comes along that should be closer to 15. 5 galleons, 15 berserkers. We could raze a couple island cities with that (#1). Or we could sneak along the south and raze his size 18 Moai city (#2).
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QUIZ: Spot a tile that lets us fork 6 cities with a stack of Galleons. There's at least two of them. mischief hammer
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(January 23rd, 2014, 10:19)scooter Wrote: QUIZ: Spot a tile that lets us fork 6 cities with a stack of Galleons. There's at least two of them. mischief hammer

I count three.

NW-NW, NW-N, NW-W of mram

Note: Does mackoti believe in capital letters?
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Why fork when you can just attack from out of the fog?
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Cyneheard - the two I noticed were actually all different from those 3. So there's at least 5.

Pindicator - I'm not suggesting we actually want to do that right away, just pointing out that 6-move Galleons are insane and completely unfair. smile
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(January 23rd, 2014, 11:06)pindicator Wrote: Why fork when you can just attack from out of the fog?

(January 23rd, 2014, 11:08)scooter Wrote: Pindicator - I'm not suggesting we actually want to do that right away, just pointing out that 6-move Galleons are insane and completely unfair. smile

Although, razing mram out of the fog AND getting to the NW-N fork tile all in the same turn is a legitimate option.
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