Difference between revisions of "Worker Productivity"

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==Impolite attacks==
 
==Impolite attacks==
Why can an attack be "impolite"?I help other players in defeating their legions - so I don't understand, why this can be impolite?!?
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You might be thinking:
 +
 
 +
'Why can an attack be ''impolite''? I help other players in defeating their legions - so I don't understand, why this can be impolite?!?'
 +
 
  
 
Two reasons:
 
Two reasons:
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Now if you fight a legion with 251 remaining health, it leaves exactly 1 remaining health point! However, this legion splinter must still be attacked with many villagers in order to have a 100% chance of victory. This is absolutely inefficient and means a huge waste of attack resources!
 
Now if you fight a legion with 251 remaining health, it leaves exactly 1 remaining health point! However, this legion splinter must still be attacked with many villagers in order to have a 100% chance of victory. This is absolutely inefficient and means a huge waste of attack resources!
  
It doesn't break any rules, but it's ruthless to the guildmates who have to waste their resources on it!
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Remember that the main reason for attacking legions is for the resistance points (RP) earned. The number of RPs earned depends on the health removed from the legion by the attack. Removing N health points gives ? [note 1] resistance points. So removing 1 health point gives 1 RP for this attack, but the attacker still used several villagers which all lost the same amount of strength that they would lose removing maximum health points. The villagers would also lose 1 duration off their weapons, shields and helmets.
  
As such, it is impolite to attack legions when only a small remnant remains. There is no official "limit" on how much residual health should remain. But since the combined strength of the villagers is well over 200, this would be a limit that can very well serve as a guide.
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It doesn't break any rules, but it's unfair to the village owner or guild members who have to waste their resources on it!
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As such, it is impolite to attack legions and leave them with low health. There is no official "limit" on how much health should remain. But since the combined strength of the villagers is well over 200, this would be a limit that can very well serve as a guide.
  
  
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===Calculating the attacks===
 
===Calculating the attacks===
 
 
 
 
==Factors affecting productivity==
 
==Factors affecting productivity==
 
I did a "small" investigation into the productivity of temple construction and put all the productivity values ​​of the constellations
 
I did a "small" investigation into the productivity of temple construction and put all the productivity values ​​of the constellations

Revision as of 10:05, 4 March 2023

Impolite attacks

You might be thinking:

'Why can an attack be impolite? I help other players in defeating their legions - so I don't understand, why this can be impolite?!?'


Two reasons:

1. Let's imagine that your attack strength is 250.

Now if you fight a legion with 251 remaining health, it leaves exactly 1 remaining health point! However, this legion splinter must still be attacked with many villagers in order to have a 100% chance of victory. This is absolutely inefficient and means a huge waste of attack resources!

Remember that the main reason for attacking legions is for the resistance points (RP) earned. The number of RPs earned depends on the health removed from the legion by the attack. Removing N health points gives ? [note 1] resistance points. So removing 1 health point gives 1 RP for this attack, but the attacker still used several villagers which all lost the same amount of strength that they would lose removing maximum health points. The villagers would also lose 1 duration off their weapons, shields and helmets.

It doesn't break any rules, but it's unfair to the village owner or guild members who have to waste their resources on it!

As such, it is impolite to attack legions and leave them with low health. There is no official "limit" on how much health should remain. But since the combined strength of the villagers is well over 200, this would be a limit that can very well serve as a guide.


2. In some cases some players wish for a legion shall reach their village (eg. to gather the rewards for reaching the resistance levels again). Since there is still no "flag" implemented where a village can tell other players NOT to hit legions of this village there is a common practice:

The first attack on the village legion must be carried out by the village itself. Then the legion's health is no longer 2,300 and all players know that this legion can be attacked. If you see a legion with full health (2,300) that legion should NOT be attacked.

Calculating the attacks

Factors affecting productivity

I did a "small" investigation into the productivity of temple construction and put all the productivity values ​​of the constellations

 scared crocodiles / deployed workers

into a matrix (see below). I found some (very) interesting facts:

  • If all three resources are present in the palace and the crocs are scared away, productivity is 5%.
  • Each worker employed increases productivity by exactly 19%
  • As soon as a resource drops to zero, productivity drops by around 1.5% per resource (sometimes more, sometimes less - I don't see any rule)
  • Now, if the Crocs come back, just over 10% will be deducted from productivity - at first glance it looks like 10, 11 and 12% will be deducted
  • However, the level of the workers has NO influence on the productivity! I did a check with workers consistently level 2 and 1 versus level 5. In fact, in a few cases, productivity was even HIGHER at lower levels (rounding error?)

To verify the last statement, I did ONE cross check by setting the level 1 and level 5 villages to the same percentage and comparing the points after 10 minutes: the difference was identical!



Faktoren, die Produktivität beeinflussen

Ich habe eine "kleine" Untersuchung wegen der Produktivität beim Tempelbau gemacht und alle Produktivitätswerte der Konstellationen

verscheuchte Krokodile / eingesetzte Arbeiter

in eine Matrix übertragen (siehe unten). Dabei habe ich einige (sehr) interessante Fakten herausgefunden:

  • Wenn alle drei Ressourcen im Palast vorhanden sind, und die Crocs verscheucht wurden, liegt die Produktivität bei 5%.
  • Jeder eingesetzte Arbeiter steigert die Produktivität um exakt 19%
  • Sobald eine Ressource auf Null fällt, sinkt die Produktivität um ca. 1,5% je Ressource (mal mehr, mal weniger - für mich keine Regel erkennbar)
  • Kehren die Crocs jetzt wieder zurück, wird etwas mehr als 10% von der Produktivität abgezogen - auf den ersten Blick sieht das aus, als ob 10, 11 und 12% abgezogen werden
  • Der Level der Arbeiter hat allerdings KEINEN Einfluss auf die Produktivität! Ich habe eine Kontrolle mit Arbeitern durchgehend Level 2 und 1 im Vergleich zu Level 5 gemacht und die Zahlen waren nahezu identisch. Es ist sogar so, dass in einigen wenigen Fällen die Produktivität bei niedrigeren Leveln sogar HÖHER war (Rundungsfehler?)
Um die letzte Aussage zu verifizieren, habe ich EINEN Quercheck gemacht, indem ich das Level-1- und das Level-5-Dorf auf die selbe Prozentzahl gesetzt  und die Punkte nach 10 Minuten verglichen habe: Die Differenz war identisch!

Productivity matrix

Productivity of workers in the temple (in %)

Workers

Crocs
visible

0 resource 1 resource 2 resources 3 resources
0 3 0 1 2 3
2 0 1 3 4
1 0 1 3 4
0 0 2 3 5
 
1 3 13 14 16 17
2 15 17 18 19
1 17 19 20 21
0 19 21 22 24
 
2 3 27 28 29 30
2 30 32 33 34
1 34 36 37 39
0 38 40 41 43
 
3 3 40 41 42 43
2 46 47 48 50
1 51 53 54 56
0 57 59 60 62
 
4 3 53 54 56 57
2 61 62 63 65
1 69 70 71 73
0 76 78 79 81
 
5 3 67 68 69 70
2 76 77 79 80
1 86 87 89 90
0 95 97 98 100
 
Author