All hidden buildings data (figure it out yourself)

DeletedUser

Guest
Code:
-	            ;	wood	; wood base	;	clay	;clay base	;	iron	;iron base	;farm space	;Farm base	;	Use	        ;	Use base	;Production	;Production base	;	Points	;Points base	;	Points per hour (at HQ 0)
HQ	            ;	26,000%	;	90	;	27,500%	;	80	;	26,00%	;	70	;	17,00%	;	5	;	5,00000%	;	100,00000%	;	20%	;	900	        ;	20%	;	10	;	6,67
Barracks	    ;	26,000%	;	200	;	28,000%	;	170	;	26,00%	;	90	;	17,00%	;	7	;	6,00000%	;	66,66666%	;	20%	;	1800	        ;	20%	;	16	;	5,33
Stable	            ;	26,000%	;	270	;	28,000%	;	240	;	26,00%	;	260	;	17,00%	;	8	;	6,00000%	;	66,66666%	;	20%	;	6000	        ;	20%	;	20	;	2,00
Workshop	    ;	26,000%	;	270	;	28,000%	;	240	;	26,00%	;	260	;	17,00%	;	8	;	6,00000%	;	66,66666%	;	20%	;	5000	        ;	20%	;	24	;	2,88
Academy	            ;	100,00%	;	15000	;	100,00%	;	25000	;	100,0%	;	10000	;	17,00%	;	80	;	6,00000%	;	66,66666%	;	20%	;	54000	        ;	20%	;	512	;	5,69
Smithy	            ;	26,000%	;	220	;	27,500%	;	180	;	26,00%	;	240	;	17,00%	;	20	;	10,00000%	;	100,00000%	;	20%	;	5000	        ;	20%	;	19	;	2,28
Rally Point	    ;	-	;	10	;	-	;	40	;	-	;	30	;	-	;	0	;	-	        ;	-	        ;	20%	;	1000	        ;	20%	;	0	;	0,00
Market	            ;	26,000%	;	100	;	27,500%	;	100	;	26,00%	;	100	;	17,00%	;	20	;	special      	;	-  	        ;	20%	;	2250            ;	20%	;	10	;	2,67
Timber	            ;	25,000%	;	50	;	27,000%	;	60	;	24,50%	;	40	;	15,50%	;	5	;	16,31180%	;	30	        ;	20%	;	750	        ;	20%	;	6	;	4,80
Clay	            ;	27,000%	;	65	;	26,500%	;	50	;	24,00%	;	40	;	14,00%	;	10	;	16,31180%	;	30	        ;	20%	;	750	        ;	20%	;	6	;	4,80
Iron	            ;	25,200%	;	75	;	27,500%	;	65	;	24,00%	;	70	;	17,00%	;	10	;	16,31180%	;	30	        ;	20%	;	858	        ;	20%	;	6	;	4,20
Farm	            ;	30,000%	;	45	;	32,000%	;	40	;	29,00%	;	30	;	-	;	0	;	17,21023%	;	240	        ;	20%	;	1200	        ;	20%	;	5	;	2,50
Warehouse	    ;	26,500%	;	60	;	27,500%	;	50	;	24,50%	;	40	;	-	;	0	;	22,94934%	;	1000	        ;	20%	;	1020	        ;	20%	;	6	;	3,53
Hiding Place 	    ;	25,000%	;	50	;	25,000%	;	60	;	25,00%	;	50	;	17,00%	;	2	;	33,33333%	;	150	        ;	20%	;	1800	        ;	20%	;	5	;	1,67
Wall	            ;	26,000%	;	50	;	27,500%	;	100	;	26,00%	;	20	;	17,00%	;	5	;	3,700000%	;	100,00000%	;	20%	;	3000	        ;	20%	;	8	;	1,60
 

DeletedUser

Guest
Code:
-	            ;	wood	; wood base	;	clay	;clay base	;	iron	;iron base	;farm space	;Farm base	;	Use	        ;	Use base	;Production	;Production base	;	Points	;Points base	;	Points per hour (at HQ 0)
HQ	            ;	26,000%	;	90	;	27,500%	;	80	;	26,00%	;	70	;	17,00%	;	5	;	5,00000%	;	100,00000%	;	20%	;	900	        ;	20%	;	10	;	6,67
Barracks	    ;	26,000%	;	200	;	28,000%	;	170	;	26,00%	;	90	;	17,00%	;	7	;	6,00000%	;	66,66666%	;	20%	;	1800	        ;	20%	;	16	;	5,33
Stable	            ;	26,000%	;	270	;	28,000%	;	240	;	26,00%	;	260	;	17,00%	;	8	;	6,00000%	;	66,66666%	;	20%	;	6000	        ;	20%	;	20	;	2,00
Workshop	    ;	26,000%	;	270	;	28,000%	;	240	;	26,00%	;	260	;	17,00%	;	8	;	6,00000%	;	66,66666%	;	20%	;	5000	        ;	20%	;	24	;	2,88
Academy	            ;	100,00%	;	15000	;	100,00%	;	25000	;	100,0%	;	10000	;	17,00%	;	80	;	6,00000%	;	66,66666%	;	20%	;	54000	        ;	20%	;	512	;	5,69
Smithy	            ;	26,000%	;	220	;	27,500%	;	180	;	26,00%	;	240	;	17,00%	;	20	;	10,00000%	;	100,00000%	;	20%	;	5000	        ;	20%	;	19	;	2,28
Rally Point	    ;	-	;	10	;	-	;	40	;	-	;	30	;	-	;	0	;	-	        ;	-	        ;	20%	;	1000	        ;	20%	;	0	;	0,00
Market	            ;	26,000%	;	100	;	27,500%	;	100	;	26,00%	;	100	;	17,00%	;	20	;	special      	;	-  	        ;	20%	;	2250            ;	20%	;	10	;	2,67
Timber	            ;	25,000%	;	50	;	27,000%	;	60	;	24,50%	;	40	;	15,50%	;	5	;	16,31180%	;	30	        ;	20%	;	750	        ;	20%	;	6	;	4,80
Clay	            ;	27,000%	;	65	;	26,500%	;	50	;	24,00%	;	40	;	14,00%	;	10	;	16,31180%	;	30	        ;	20%	;	750	        ;	20%	;	6	;	4,80
Iron	            ;	25,200%	;	75	;	27,500%	;	65	;	24,00%	;	70	;	17,00%	;	10	;	16,31180%	;	30	        ;	20%	;	858	        ;	20%	;	6	;	4,20
Farm	            ;	30,000%	;	45	;	32,000%	;	40	;	29,00%	;	30	;	-	;	0	;	17,21023%	;	240	        ;	20%	;	1200	        ;	20%	;	5	;	2,50
Warehouse	    ;	26,500%	;	60	;	27,500%	;	50	;	24,50%	;	40	;	-	;	0	;	22,94934%	;	1000	        ;	20%	;	1020	        ;	20%	;	6	;	3,53
Hiding Place 	    ;	25,000%	;	50	;	25,000%	;	60	;	25,00%	;	50	;	17,00%	;	2	;	33,33333%	;	150	        ;	20%	;	1800	        ;	20%	;	5	;	1,67
Wall	            ;	26,000%	;	50	;	27,500%	;	100	;	26,00%	;	20	;	17,00%	;	5	;	3,700000%	;	100,00000%	;	20%	;	3000	        ;	20%	;	8	;	1,60

?:icon_confused:
 

DeletedUser

Guest
is it something to do with the gross profit/ loss of each resource in a building over a period of time?
 

DeletedUser

Guest
I think you need to go to sleep for a while Jamm... seriously, you're obviously way too addicted for the rest of us to handle :icon_razz:

Edit: Never mind, worked it out. But what use is knowing this unless you're trying to figure out the model for a prefectly efficient buildup of your village (is that what you're doing)?
 
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DeletedUser

Guest
What's the path to this information? I've been trying to find the world data that the help page doesn't list.

I've found the kill_all, kill_att, and kill_def txt files, but I'm still looking for:

*the building settings (I'm guessing this file is what you posted)
*the unit settings
*the map info - scenery locations, etc

Or did you(jamm) just calculate this info yourself?
 
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DeletedUser

Guest
Finally figured this out.

It is very interesting. Anything from game mechanics is interesting. I don't see any practical use of it, though, except probably for intuitive estimation of the necessity and benefits of next building level.
 

DeletedUser8472

Guest
I did the calcs myself a while back in order to do some build-order analysis, unfortunately lost my attention span too quick to get anything useful :/
 

tpwch

Guest
Edit: Never mind, worked it out. But what use is knowing this unless you're trying to figure out the model for a prefectly efficient buildup of your village (is that what you're doing)?

You wouldn't be able to calculate a perfect build anyway, because it depends on how much resources you have, and you can't predict how good the farming is going to be.

Maybe you can calculate what would be best if you decide not to farm. But if you're not going to farm you're going to grow slower anyway, so why go trough the trouble?
 

DeletedUser41789

Guest
You wouldn't be able to calculate a perfect build anyway, because it depends on how much resources you have, and you can't predict how good the farming is going to be.

Maybe you can calculate what would be best if you decide not to farm. But if you're not going to farm you're going to grow slower anyway, so why go trough the trouble?

I believe the purpose would be to figure out the most efficient build PRIOR to being able to farm, thereby, getting you to farming FASTER than everyone else. I am certain you can extrapolate yourself the ramifications of being able to farm before 99% of the other people on the server.

At least that's my take.
 

DeletedUser44348

Guest
you can't predict how good the farming is going to be

Ah, but I can. And I'd bet a few pp with you that anyone else who understands this information can too.

There's a reason that we are the best when we play ;)

And this stuff is useful regardless of where you are in the game.
 

DeletedUser

Guest
You wouldn't be able to calculate a perfect build anyway, because it depends on how much resources you have, and you can't predict how good the farming is going to be.

However if you created 2 possible builds (the first for 0% farming, and another for an approximate 100% farming efficiency), then you could estimate yourself what capacity you're currently working under and model a build structure from that.
 

tpwch

Guest
I believe the purpose would be to figure out the most efficient build PRIOR to being able to farm, thereby, getting you to farming FASTER than everyone else. I am certain you can extrapolate yourself the ramifications of being able to farm before 99% of the other people on the server.

At least that's my take.

Good point.
 

DeletedUser

Guest
Actually you can predict the farming of tomorrow pretty well if you are using analyze the farming of yesterday and you use the same method, the same overall time and the same login times tomorrow as you did yesterday.

Finding out the "perfect" buildup is way easier than people would suspect. It's not like there are millions of combinations. Even then it would be easy. Actually I found the "perfect" build in the starting phase after working with the above data for about 30 minutes. For me the most interesting part was not to start with iron, which was rather intuitive, but with clay.

Above you find everything that is connected to buildings data in the game, really everything. Some of it was rather difficult to find out, other stuff was really easy.

cheesasaurus said:
the unit settings
Spear fighter 1020
Swordsman 1500
Axeman 1320
Archer 1800
Scout 900
Light cavalry 1800
Mounted archer 2700
Heavy cavalry 3600
Ram 4800
Catapult 7200

Base build times in seconds per unit at barracks 0 and speed 1 - what further data do you require?

Cpt. Marryat said:
I think you need to go to sleep for a while Jamm... seriously, you're obviously way too addicted for the rest of us to handle

I was addicted and I guess I will be again at some point in the future, but i'm doing fine at the moment...I guess. I'll tell you when to worry.
 

4leaf

Guest
I figured out perfect LC building order for starting phase when I start w12. But soon I realize it is useless. Building spear/sword for farming is faster than just building up mines and it gives different amount of resources each time I plunder.

Also, I don't understand one part from your chart
Code:
Use	        ;	Use base
500000%	;	10000000%
600000%	;	6666666%
600000%	;	6666666%
600000%	;	6666666%
600000%	;	6666666%
1000000%	;	10000000%
-	        ;	-
special      	;	-  
1631180%	;	30
1631180%	;	30
1631180%	;	30
1721023%	;	240
2294934%	;	1000
3333333%	;	150
3700000%	;	10000000%
what dose this date mean?
 

DeletedUser

Guest
I don't understand one part from your chart

Building - use

Village Headquarters - Construction duration of next building in the queue
Barracks - training duration of next unit in the queue
Stable - training duration of next unit in the queue
Workshop - training duration of next unit in the queue
Academy - training duration of next unit in the queue
Smithy - research duration of next technology in queue
Market - number of merchants
Timber camp - rate of timber production per hour
Clay pit - rate of clay production per hour
Iron mine - rate of iron production per hour
Farm - maximum population
Warehouse - capacity
Hiding place - hidden resources
Wall - factor for defending troops
 
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