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March 9th, 2008, 02:54 AM
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Sites that increase turmoil
Anyone know of some sites that increase turmoil. I looked at 1 list and cannot make heads or tails out of the various powers on the excel graphs.
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March 9th, 2008, 03:23 AM
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Re: Sites that increase turmoil
It's in the 'scale1' or 'scale2' column:
The Land of Pleasures Unattained N3
The Temple of the Raging God F2
The Valley of Shame N1
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March 9th, 2008, 04:55 PM
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Re: Sites that increase turmoil
Of these Temple of the Raging god is the most frequent and may appear in any terrain.
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March 9th, 2008, 05:31 PM
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Re: Sites that increase turmoil
Thanks, I now see where i need to arrow over to scales.
I am assuming I have 1 of the 3 sites in Fallacy since I am 3 order and there is 2 turmoil in one of my provinces. I have done a n1 search, so i guess it is down to 2 possible sites.
Does anyone know what percent of sites are uncovered with level 1, 2 ,3 and 4 sites?
I think level 4 uncovers 100 percent. But I do not know the percentages for the other level sites.
The reason for the question is would the percentages favor going back with level 9 searches when you have already done a level 1 search?
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"War is an art and as such is not susceptible of explanation by fixed formula."
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March 9th, 2008, 06:07 PM
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Re: Sites that increase turmoil
Each site has its level that corresponds to the level of a mage. So, level 3 mage will find sites of level 1, 2 and 3. There're no sites with level more than 4 (and those of level 4 are very rare too)
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March 9th, 2008, 06:10 PM
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Re: Sites that increase turmoil
Yes but what percent of sites are level 1? 2? and 3?
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"War is an art and as such is not susceptible of explanation by fixed formula."
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March 9th, 2008, 06:44 PM
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Re: Sites that increase turmoil
Just sort the spreadsheet on the type and lvl columns.
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Whether he submitted the post, or whether he did not, made no difference. The Thought Police would get him just the same. He had committed— would still have committed, even if he had never set pen to paper— the essential crime that contained all others in itself. Thoughtcrime, they called it. Thoughtcrime was not a thing that could be concealed forever.
http://z7.invisionfree.com/Dom3mods/index.php?
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March 9th, 2008, 07:09 PM
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Re: Sites that increase turmoil
Is it that simple? I thought some sites were more rare than others?
Besides, I think I recall this analysis being done before, but i cannot remember where i saw it. Maybe Dr. P or Edi did it.
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"War is an art and as such is not susceptible of explanation by fixed formula."
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March 9th, 2008, 07:44 PM
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Re: Sites that increase turmoil
Figuring out the probability of there being a lvl 2,3,or 4 site in one specific path when all you've searched is lvl 1 in one specific path is probably impossible. Magic sites are restricted to certain terrains, and unique ones which occur earlier in the map creation restrict future ones from appearing again. Terrain also affects the overall chance of magic sites in a particular location. Without knowing what other sites are in that location, what sites are elsewhere on the map, or considering the terrains on the rest of the map, and the exact method of magic site creation, presents the difficulties.
However, I've done the math before based on likely numbers of sites in a province (bernoulli trials). The chances are of course affected by the default magic-site chance. They are also affected by terrain.
From memory, I believe wastes give 20% higher magic site chance. Forests give 10%. Mountains 15%. Farms -10%. This should confirmed.
(Trivia that everyone should know, lvl 4 is the highest site number, so using someone with more than 4 in a path searching is unnecessary, and 4 is the maximum number of sites in a province.)
Odds of X magic site in a default terrain with 60% chance magic sites
1 = 97.4%
2 = 64.4%
3 = 30.0%
4 = 11.6%
Odds of X magic site in a default terrain with 50% chance magic sites
1 = 96.8%
2 = 49.8%
3 = 18.6%
4 = 5.81%
Odds of X magic site in a default terrain with 40% chance magic sites (default medium era)
1 = 87.0%
2 = 35.1%
3 = 10.1%
4 = 2.45%
Odds of X magic site in a default terrain with 30% chance magic sites
1 = 75.9%
2 = 21.5%
3 = 4.57%
4 = 0.79%
I hope this covers the topic thoroughly.
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March 9th, 2008, 08:12 PM
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Lieutenant Colonel
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Re: Sites that increase turmoil
Quote:
Xietor said:
Is it that simple? I thought some sites were more rare than others?
Besides, I think I recall this analysis being done before, but i cannot remember where i saw it. Maybe Dr. P or Edi did it.
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In Edi's db there's a column called "frq". Sites with lower values are more common and sites with higher ones are more rare.
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