Multiplayer Hub Logo  
  Powered by Noble Master Games, http://www.noblemaster.com Multiplayer Dragon
  Forums Twitter Dev. Blog ⊕  
Home > Forums

MultiplayerHub.com
» Forums|New Posts
» Twitter
» Dev. Blog
» About
» Contact Us
Showcase
» Age of Conquest
» Demise of Nations
» Retro Commander

































Multiplayer Forums


Board index » Games » Age of Conquest (AOC)


Post new topic Reply to topic  [ 11 posts ] 
Author Message
 Post subject: Game Mechanics [all questions]
PostPosted: 30 Apr 2016, 18:19 
Moderator
Moderator
User avatar

Joined: 17 Oct 2009, 10:17
Posts: 229
Hi all! I have some doubts regarding game mechanics, I hope this helps noblemaster in not having to explain everything many times!

1. How is combat calculated? We know larger armies have bigger advantage; when 200 soldiers attack 100 soldiers, more than 100 soldiers remain. Which formula is used? How does the rounding works?

2. Military upkeeps. How is it calculated? I see that small armies (1-5 soldiers) are quite expensive. Is it due to rounding? How does military spending affect costs? I see that 150% costs twice as much as 100%, and that 200% costs three times as much. Does that make any sense? Also, I can't understand how much 50% costs; it seems to be more than 50%. How much do ships cost? (is it twice? 50% more?)

3. How much does nationwide festival cost? I see it is a little less than giving gold to all provs. Is it due to rounding? How much does fertility festivals cost?

4. How are levies on commerce and taxes calculated based on province population and happiness?

5. Does pillaging affect taxes or is it levies only?

6. When do provinces stop paying levies / taxes? How is it rounded?

7. How rebellion works? Is it random? How low must it be? How can I calculate rebellion probability? How many neutral troops appear on rebel province? What happens to armies standing on that province? Does standing armies affect rebellion probability? What happens if a king is in that province?

8. What happens if a king attacks a neutral province and dies?

9. How much do governors cost, exactly?

10. How are administration costs calculated? [very important]

11. How is tribute paid by protectorades calculated?

12. How is population growth calculated? Do they depend on happiness? Are there migrations like in V2?

13. Do population growth happens before taxes/levies?

14. Do population and happiness change in neutral provinces?

15. Does capturing neutral provinces give -8% local happiness?

16. How much population does recruiting costs? Has it changed from 100/soldier to 10/soldier?

17. How much provinces are lost when king is captured? When does ellimination occurs? What happens to ships? Which provinces are kept? [very important]

18. How much points are needed to win in supremacy (default) mode? How much points per province, per population? How much we get from peace? From ally? From protector? From protectorade?

19. How does ship movement work? If enemy fleet in the way, we know that our fleet will stop by and fight. However, there may be multiple enemies in different "ways". We may have water provinces 1, 2, 3, 4; provinces 2 and 3 are connected to provinces 1 and to provinces 4. If we go from prov 1 to prov 4, it may do so passing through province 2 of through province 3. Can it choose the path which is free from enemies? If both paths have enemies, which enemy fleet will it attack?

I believe other players might have some of these doubts! Please noblemaster explain it to us! :gott:


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 30 Apr 2016, 18:53 
Game Developer
Game Developer
User avatar

Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
Those are a lot of detailed questions. I'll answer the gist of it given all the numbers are displayed when you change the options! Also, +/- happiness modifiers are all(?) listed when you select the hapiness overview map. Select details. Ditto for population growth. Answering in great detail would take me at least a day. Also, some of the parameters have changed recently and will change over time.

Rather than explaining all the details, please make suggestion for changes! Those are not fixed in stone. Some variables are probably calculated too complicatedly so maybe revisions make sense. Also, please note most is rounded down!

Quote:
1. How is combat calculated? We know larger armies have bigger advantage; when 200 soldiers attack 100 soldiers, more than 100 soldiers remain. Which formula is used? How does the rounding works?
It's based on a circle. Rounded down.

Quote:
2. Military upkeeps. How is it calculated? I see that small armies (1-5 soldiers) are quite expensive. Is it due to rounding? How does military spending affect costs? I see that 150% costs twice as much as 100%, and that 200% costs three times as much. Does that make any sense? Also, I can't understand how much 50% costs; it seems to be more than 50%. How much do ships cost? (is it twice? 50% more?)
Yes, effect of rounding. Ships cost the same.

Quote:
3. How much does nationwide festival cost? I see it is a little less than giving gold to all provs. Is it due to rounding? How much does fertility festivals cost?
Yes, based on commerce & rounded down.

Quote:
4. How are levies on commerce and taxes calculated based on province population and happiness?
Yes and rounded down.

Quote:
5. Does pillaging affect taxes or is it levies only?
Only for that province.

Quote:
6. When do provinces stop paying levies / taxes? How is it rounded?
Stop if less than 50%.

Quote:
7. How rebellion works? Is it random? How low must it be? How can I calculate rebellion probability? How many neutral troops appear on rebel province? What happens to armies standing on that province? Does standing armies affect rebellion probability? What happens if a king is in that province?
Yes random. Likelyhood is ^2 inverse to the happiness compared to 50%. Armies standing have no effect. King has no effect.

Quote:
8. What happens if a king attacks a neutral province and dies?
Good question!? Please try and report back.

Quote:
9. How much do governors cost, exactly?
Based on population size. It's displayed for each province.

Quote:
10. How are administration costs calculated?
Territory and population size is higher --> admin cost goes up. Based on circle equation capped at 75%.

Quote:
11. How is tribute paid by protectorades calculated?
Based on income. 20% as listed in finances.

Quote:
12. How is population growth calculated? Do they depend on happiness? Are there migrations like in V2?
Independent of happiness. See the population stats for the actual modifier!

Quote:
13. Do population growth happens before taxes/levies?
After.

Quote:
14. Do population and happiness change in neutral provinces?
Yes, increasing.

Quote:
15. Does capturing neutral provinces give -8% local happiness?
Good question?

Quote:
16. How much population does recruiting costs? Has it changed from 100/soldier to 10/soldier?
100 pop for 1 soldier. Might be misconfigured in some maps. Please report the maps this doesn't work.

Quote:
17. How much provinces are lost when king is captured? When does ellimination occurs? What happens to ships? Which provinces are kept?
18% I believe. Capped. Oldest are kept.

Quote:
18. How much points are needed to win in supremacy (default) mode? How much points per province, per population? How much we get from peace? From ally? From protector? From protectorade?
100 points needed. Ditto v3 for allies points. Protectorates currently at 100%.

Quote:
19. How does ship movement work? If enemy fleet in the way, we know that our fleet will stop by and fight. However, there may be multiple enemies in different "ways". We may have water provinces 1, 2, 3, 4; provinces 2 and 3 are connected to provinces 1 and to provinces 4. If we go from prov 1 to prov 4, it may do so passing through province 2 of through province 3. Can it choose the path which is free from enemies? If both paths have enemies, which enemy fleet will it attack?
It will chose the shortest path. If there is an enemy in the shortest path, it will stop there even though there is a non-enemy path. If multiple shortest path with enemies, it will take the first one that comes up.

_________________
play: Age of Conquest IV


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 13 May 2016, 05:36 
Moderator
Moderator
User avatar

Joined: 17 Oct 2009, 10:17
Posts: 229
Thank you very much for answering these questions! I have a few doubts:

1. What exactly is this circle equation?

2. Indeed we need 100 points, but how much does each province is worth? That's what I meant, actually...

3. How much points you get from protector province, allied province, peace province, as compared to own province?

Now the most important question, which I forgot last time. Which formula is used to calculate action points?

PS: British Isles has wrong population cost / army: 10 instead of 100.


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 13 May 2016, 17:49 
Game Developer
Game Developer
User avatar

Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
Quote:
1. What exactly is this circle equation?

sinus/cosinus

Quote:
2. Indeed we need 100 points, but how much does each province is worth? That's what I meant, actually...

Each province is worth the same.

Quote:
3. How much points you get from protector province, allied province, peace province, as compared to own province?

Let me put that into the game setup details.

Quote:
Now the most important question, which I forgot last time. Which formula is used to calculate action points?

It's in the manual.

_________________
play: Age of Conquest IV


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 15 May 2016, 02:00 
Moderator
Moderator
User avatar

Joined: 17 Oct 2009, 10:17
Posts: 229
1. How exactly is the sin(x) and cos(x) functions used in calculation?

2. Indeed all provinces are worth the same, but how much % of territory you need to win?

3. The game manual says that action points increase non-linearly. In which way?

(If it is difficult to explain, would it be possible for us to see the code?)


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 15 May 2016, 07:02 
Game Developer
Game Developer
User avatar

Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
Quote:
1. How exactly is the sin(x) and cos(x) functions used in calculation?
To approach the maximum. I can't use floating point, so I used to fake exp using sin/cos approximation. It's crappy, so I won't post. I'll probably revise in the future.

Quote:
2. Indeed all provinces are worth the same, but how much % of territory you need to win?
82%... It will be in the next update once you go to look at the objective with all the relevant numbers.

Quote:
3. The game manual says that action points increase non-linearly. In which way?
It's little bit difficult to show as I used integer math. It's something like C * x^y where x=number of provinces and y=0.6(?) or so.

_________________
play: Age of Conquest IV


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 16 May 2016, 00:48 
Freeman
Freeman

Joined: 26 Nov 2006, 00:08
Posts: 192
Location: Roma, Italy
Master, what about lowering a bit the threshold for victory? between 75 and 80% maybe?
I don't know what the others think, but I think that this would leave some room for a larger number of minor states at the end of a game, which I like.
Was it 82% in version 2 too?

As usual, thanks a lot.
:pal:

_________________
PER ASPERA AD ASTRA
Image


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 16 May 2016, 02:28 
Moderator
Moderator
User avatar

Joined: 17 Oct 2009, 10:17
Posts: 229
Skywatcher, I too thought it would be good to decrease that. However, that was before the protectorade system. Right now you can win if you have enought protectorades, and a player needs not to destroy all others, but only to reduce them to submission...

PS: I ignored your help in our game, please send only half of it back! It will be enough for me. If it doesnt work it will be pop lack, not lack of gold.


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 16 May 2016, 04:25 
Game Developer
Game Developer
User avatar

Joined: 17 Apr 2005, 02:34
Posts: 8148
Location: Honolulu
82% is with your allies, protectorates included. I'll upload a new version tomorrow. Please check the details then...

_________________
play: Age of Conquest IV


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 18 May 2016, 15:49 
Moderator
Moderator

Joined: 14 Dec 2011, 21:25
Posts: 396
Can it be explained in English though so people can understand. By answering purely in mathematics it makes no sense to most people :)


Top
 Profile  
 
 Post subject: Re: Game Mechanics [all questions]
PostPosted: 04 Jun 2016, 00:31 
Freeman
Freeman

Joined: 26 Nov 2006, 00:08
Posts: 192
Location: Roma, Italy
I still think that lowering the victory threshold in supremacy games would have a positive effect. If you think about it, this would allow to have more nations alive in late turns of the game and would also spur nations who wants to win to be more proactive instead of just sitting and waiting till it's 1vs1. For that type of fight we have the domination mode. Just my thought.

:pal:

_________________
PER ASPERA AD ASTRA
Image


Top
 Profile  
 
Display posts from previous:  Sort by  
Post new topic Reply to topic  [ 11 posts ] 


Who is online

Users browsing this forum: No registered users and 1 guest


You cannot post new topics in this forum
You cannot reply to topics in this forum
You cannot edit your posts in this forum
You cannot delete your posts in this forum
You cannot post attachments in this forum

Search for:
cron

Powered by phpBB © 2000, 2002, 2005, 2007 phpBB Group
Green Smilies by http://www.greensmilies.com/

Home  |  Forums  |  Twitter  |  Dev. Blog  |  About  |  Contact