Originally Posted by
Jurand of Cracow
Could you provide more details how it happens? Health (or minus squalor) adds 5% to public order, but also 0,5% to population growth. But what's the rate for happiness? Maybe there's a kind of interaction with the buildings? To be frank, I haven't spotted yet this effect.
See: http://www.twcenter.net/forums/showt..._mechanics-xml
SSHIP has the following:
Code:
<factor name="SPF_BUILDINGS_FUN">
<pip_modifier value="0.5"/>
<pip_min value="0"/>
<pip_max value="100"/>
</factor>
<factor name="SOF_BUILDINGS_FUN">
<pip_modifier value="0.4"/>
<pip_min value="0"/>
<pip_max value="100"/>
</factor>
Health and squalor are different...
Code:
<factor name="SPF_HEALTH">
<pip_modifier value="1.0"/>
<castle_modifier value="1.0"/>
<city_modifier value="0.8"/>
<pip_min value="0"/>
<pip_max value="100"/>
</factor>
<factor name="SOF_HEALTH">
<pip_modifier value="0.5"/>
<castle_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="100"/>
</factor>
Code:
<factor name="SPF_SQUALOUR">
<pip_modifier value="1.0"/>
<castle_modifier value="0.75"/>
<city_modifier value="1.0"/>
<pip_min value="0"/>
<pip_max value="200"/>
</factor>
<factor name="SOF_SQUALOUR">
<pip_modifier value="0.45"/>
<pip_min value="0"/>
<pip_max value="25"/>
</factor>
=================================================
Originally Posted by
Jurand of Cracow
To be frank, I haven't spotted yet this effect.
8 (pips) * 0.5 (modifier) * 0.5% (base growth per pip) = 2% growth
8 (pips) * 0.4 (modifier) * 5% (base order per pip) = 16% happiness which the game rounds to 15%
The game adds together all the "pips" of a given type (eg: health) and then does the growth/happiness calculations. Then it rounds to (the nearest?) 0.5% growth and 5% public order.
Then you add the (rounded!) contributions for each type to get the final growth% or public order%
==================================================
1 pip works out to be (ignoring all the rounding thingies)
- Law.......: 2.5% PO per pip
- Happiness: 0.875% PO per pip
- Health....: 0.7% PO per pip
By the way when you see the information of a building panel and it says something like: Law 10% it actually means "two pips" so actually only 5% public order.
-2 pips law, +5 pips of happiness, or:
Code:
coaching_house city requires factions { northern_european, middle_eastern, eastern_european, greek, southern_european, } and building_present_min_level logging_camp carpenter
{
capability
{
agent spy 0 requires factions { northern_european, }
agent assassin 0 requires factions { northern_european, }
agent spy 0 requires factions { middle_eastern, }
agent assassin 0 requires factions { middle_eastern, }
agent spy 0 requires factions { eastern_european, }
agent assassin 0 requires factions { eastern_european, }
agent spy 0 requires factions { greek, }
agent assassin 0 requires factions { greek, }
agent spy 0 requires factions { southern_european, }
agent assassin 0 requires factions { southern_european, }
recruit_pool "Transilvanian Peasants" 1 0.5 4 0 requires factions { hungary, } and hidden_resource hungary and event_counter new_era_begins 1
recruit_pool "Transilvanian Peasants" 0 0.25 2 0 requires factions { venice, scotland, england, france, portugal, spain, aragon, moors, pisa, papal_states, sicily, hre, norway, denmark, poland, russia, lithuania, cumans, kwarezm, turks, rum, jerusalem, egypt, milan, byzantium, kievan_rus, teutonic_order, mongols, slave, timurids, } and hidden_resource hungary and event_counter new_era_begins 1
happiness_bonus bonus 5
law_bonus bonus -2
population_growth_bonus bonus 2
agent_limit assassin 2
agent_limit spy 3
}
On the plus side, once you have maxed out the public order penalty of squalor (at -125% public order) then it doesn't matter if there's growth, since you can't get more squalor public order penalty.