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Tax gold or few resources more?

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Post  Guest Fri Jun 10, 2011 7:20 pm

Hello.

We all know that after the "Helping hands" research it is possible to overload mines/mills with workers that are less efficient than regular ones (those which are distributed withing the blue line).
The question is to do so or not? Is the selling of red-line-villager's resources more profitable than their regular taxes?

E.g. with one of my decent cities:

Let's say that we are lucky with some desperate marble buyers and they are willing to pay 10 gold pieces each for a marble unit, also we do not require any of resources.

Level 18 Town hall; level 12 Stonemason; Level 16 Quarry.

Marble income from overloading: 62 units per hour. With the following statement: 620 gold per hour.

Tax gold income without overloading: 600 gold per hour.

(I didn't show you the equations but I easily can if someone's interested)
____________________________________

As we see in this situation it's little bit better to let those lazy villagers work. So.. I offer you to do some math in your city/cities and share it here so we can make some conclusions about this topic if someone's interested. Maybe there's a formula already discovered which I do not know - in that case pardon me for this topic. Very Happy

Arthur.

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Post  Amplanohre Sat Jun 11, 2011 1:37 am

The situation only seems profitable in this particular situation. Most people won't pay 10 gold for any item unless they are desperate. This means that it may take a long time for a buyer to actually purchase the item. Since the population is taxed hourly, unless someone buys the item within the first 2 hours, your taxes will always out-produce the money that might be earned from selling the overloaded resources

Example:
Marble income from overloading: 62 units
Income per hour (iph) from taxes: 600 gold
Price of marble for sale: 10
With these three statements, the income from selling marble is 620 gold. If the sale isn't made in the first 2 hours after the offer goes up, your iph is at 1200. This makes a difference of 580 gold.
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Post  Guest Sat Jun 11, 2011 6:19 am

Hmm, yes! You are quite right!
Still it's unknown at what parameters (level of quarry & stonemason) it could be more profitable. Of course.. if only it's possible at all or not.

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Post  Ming Leung Sat Jun 11, 2011 12:54 pm

But if you go overload, the rate will slowly drop over time. for example. if it is 500 goods per hour. Then you overload to 580. It will slowly drop from 580 back to around 520. So it wouldn't be as efficient. Then you need to put if off of over load and then you got to wait for a day or two and then put them back on.

at least that's what I think will happen because i've done it before.
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Post  Guest Sun Jun 12, 2011 5:08 am

Hmm.. strange - I have answered your reply a day ago but there's no sign of it.. oh well..

What do you mean by "(..) rate will slowly drop (..)"? I have never observed anything like that.

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Post  Maillig Sun Jun 12, 2011 7:36 pm

Overload means for every 4 citizens you get one unit. Unless it's worth 12 per unit I wouldn't do it. Now adding 1 or 2 can get you an extra unit, but otherwise stick with the normal max.
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Post  Ming Leung Mon Jun 13, 2011 4:10 pm

Over load should be a temporary thing. when you go over load, the goods per hour will drop as time drags out. Do you get it? It happened to me. Unless I'm delusional
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Post  Guest Mon Jun 13, 2011 6:00 pm

Never really noticed anything like that but I have been convinced not to overload the mines and mills. Smile

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Post  Maillig Tue Jun 14, 2011 1:31 pm

Overload has nothing to do with time....
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Post  Ming Leung Tue Jun 14, 2011 2:58 pm

are you sure?
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Post  Francie Sun Jun 19, 2011 5:01 pm

It's always best just to sick to the natural maximum. You don't get the same benefit from your buildings like the forester for overloaded resource gatherers.
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Post  Maillig Mon Jun 20, 2011 11:24 am

Ming Leung wrote:are you sure?

Yes, yes I am
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Post  Guest Tue Jun 21, 2011 2:59 pm

I am currently gathering information and writing down equations for a formula concerning this topic. In the nearest time I might have one inaccurate, but I want a perfect formula, that's why programming is going to be needed. With Turbo Pascal (which we were learning in school) I am able to complete everything, but it's going to take a hell lot of time, because Ikariam makers like to do some random stuff with numbers. Very Happy

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Post  Maillig Tue Jun 21, 2011 5:24 pm

ArthurTd7 wrote:I am currently gathering information and writing down equations for a formula concerning this topic. In the nearest time I might have one inaccurate, but I want a perfect formula, that's why programming is going to be needed. With Turbo Pascal (which we were learning in school) I am able to complete everything, but it's going to take a hell lot of time, because Ikariam makers like to do some random stuff with numbers. Very Happy

Remember there is a random element in this game, but still It's not that hard. 1 worker=1 unit before overload and for everyone 4 workers after the normal limit, it's 4 workers=1 unit. Simple enough?
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Post  Guest Wed Jun 22, 2011 6:39 am

Maillig wrote:
ArthurTd7 wrote:I am currently gathering information and writing down equations for a formula concerning this topic. In the nearest time I might have one inaccurate, but I want a perfect formula, that's why programming is going to be needed. With Turbo Pascal (which we were learning in school) I am able to complete everything, but it's going to take a hell lot of time, because Ikariam makers like to do some random stuff with numbers. Very Happy

Remember there is a random element in this game, but still It's not that hard. 1 worker=1 unit before overload and for everyone 4 workers after the normal limit, it's 4 workers=1 unit. Simple enough?

What random element?

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Post  Maillig Wed Jun 22, 2011 10:13 am

In battles and some other things there are "rolls of dice" on whether an attack hit and whether it killed a unit along with some other aspects of the game.
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Post  Guest Wed Jun 22, 2011 5:01 pm

Maillig wrote:In battles and some other things there are "rolls of dice" on whether an attack hit and whether it killed a unit along with some other aspects of the game.

Oh, yes but it doesn't affect this situation. Except the fact that the amount of available workers in mills and mines is increasing randomly.. there's is no logic and that's the main part what makes calculating the best way of playing this game hard. Very Happy

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Post  Guest Wed Jun 22, 2011 11:13 pm

Finally I made a program in Turbo Pascal 7 that calculates whether you lose and or gain gold per hour (and how much). At the moment it works only with mines (luxury goods). Later I will add more stuff (I'll need maybe a couple hour) and there will be one program for mill (wood).

In addition, I know that it would be better that I add some more functions and get the final conclusion about overloading but I'm too tired and literary sick to continue working and I'll be away from PC for ~1 or 2 days. Also I don't know if I want to do it (laziness). Laughing

Here's how it works (don't judge me too harsh I'm new to programming Very Happy):

Tax gold or few resources more? Formula

(zoom in and out: "ctrl" + "=/+" & "ctrl" + "-/_")

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Post  Ming Leung Wed Jun 22, 2011 11:15 pm

My mind isn't mature enough to understand this stuff. It makes my head hurt. I'm only going to highschool. I only learned how to program easy stuff.
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Post  Guest Wed Jun 22, 2011 11:26 pm

Also you can drop here the level of mine and the level of production building (if any) - I'll post the result with resource:gold ratio 1:5/6/7/8/9/10/11/12/13/14. Wink

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Post  Guest Thu Jun 23, 2011 2:39 am

Actually close the topic - soon I'll have complete and 100% precise research results about overloading in mill and mines from the gold-per-hour gameplay view.

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Post  Maillig Thu Jun 23, 2011 9:40 am

The only problem is the selling price, sure you have the average, but some people might be willing to buy it for 12 a unit. This is what I'm talking about. The Human Error.
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Post  Amplanohre Thu Jun 23, 2011 11:18 am

--Thread Closed--
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