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  1. #1

    Default ''Mathematics'' tutorial

    Hi,
    Is anywhere a tutorial showing how to calculate those % add by diverse technologies/traits upon base income ? How to understand wealth, money, etc better ? Would be extremely useful to learn choose between construction, technologies, traits when come to option...Thanks a lot.

  2. #2

    Default Re: ''Mathematics'' tutorial

    i don't really have an answer for you but your thread is an opportunity for me to put forward my thoughts on this in general... i hope you don't mind. while it isn't exactly profound insight, i believe the nature of numbers in this game (TW games in general really) where we have multipliers for multipliers for modifiers for multipliers, creates a difficult to penetrate veil when aiming to maximise, particularly economically. in this manner we are largely forced to govern in a general fashion, rather than a specific one. if a region looks "pretty good" for commerce, for instance, we'll try to push that with governors and buildings. but since there are SO many modifiers for every aspect, and many come with their own OTHER modifiers, it's hard to pigeonhole/maximize. personally i see this as more realistic and enjoyable.

    so i guess in answer to your op, i think your best bet is to do your best to steer your provinces in general economic directions and take what's given from that.

  3. #3

    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by builder680 View Post
    i don't really have an answer for you but your thread is an opportunity for me to put forward my thoughts on this in general... i hope you don't mind. while it isn't exactly profound insight, i believe the nature of numbers in this game (TW games in general really) where we have multipliers for multipliers for modifiers for multipliers, creates a difficult to penetrate veil when aiming to maximise, particularly economically. in this manner we are largely forced to govern in a general fashion, rather than a specific one. if a region looks "pretty good" for commerce, for instance, we'll try to push that with governors and buildings. but since there are SO many modifiers for every aspect, and many come with their own OTHER modifiers, it's hard to pigeonhole/maximize. personally i see this as more realistic and enjoyable.

    so i guess in answer to your op, i think your best bet is to do your best to steer your provinces in general economic directions and take what's given from that.
    yes, you're right; most times, most players will use the ''blind choosing'' when must to take decisions. But for me, an analitical person, always to make mathematics is the best option...so, an example on how to calculate ''multipliers for multipliers'' on a specific domain would be unbelievable useful. Thank you.

  4. #4
    FlashHeart07's Avatar Praepositus
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    Default Re: ''Mathematics'' tutorial

    And you can always use the city Info to see how much the city is making from farming, commerce and industry. And then just follow what building suggested. Steer towards what makes sense

  5. #5

    Default Re: ''Mathematics'' tutorial

    This actually makes a bit of sense.

    I believe it works thus:

    On a regional level (+industry, commerce, culture etc.) +/- % to give a regional income. These region incomes are combined to give BASE provincial income.

    The BASE income is then multiplied by the ADDITION of tax rate (+/- %), slaves (-/+ %) and corruption to give TOTAL provincial income.

    And then at the end of the day you have the Empire Maintenance modifier, which eats the final complete income you receive from all this.

    For tariffs, I BELIEVE it increases / decreases relative to a base tariff amount - I have no idea how the tariff income is calculated from trade income, so this may be useful.

    So in actuality, the only 'modifier of modifier' would be tax rate, slaves and corruption. As far as I can tell, the percentages for income of a specific type are all added up, then applied to the base amount; stick an army starving in a region, and it'll still produce some income, even with the -100% to income in local region if you have enough bonuses. I believe this is applied consistently throughout the game.



    EDIT: A ha, ha ha ha....I an idiot.
    Last edited by Alfonzo over Innsmouths; December 20, 2015 at 09:53 PM. Reason: Updated Info from elsewhere

  6. #6

    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by Alfonzo over Innsmouths View Post
    The BASE income is then multiplied by the ADDITION of tax rate (+/- %), slaves (-/+ %) and corruption to give TOTAL provincial income.

    And then at the end of the day you have the Empire Maintenance modifier, which eats the final complete income you receive from all this.
    Corruption and empire maintenance are the same thing, so it shouldn't eat the income past that initial step.

  7. #7
    FlashHeart07's Avatar Praepositus
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    Default Re: ''Mathematics'' tutorial

    The tariff which must come from the trade of resources with other factions must be calculated from the in game prizes of each resource. These can be found in the db files

  8. #8
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    Default Re: ''Mathematics'' tutorial

    I prefer to roleplay it, ruling my nation does not involve penny pinching or knowing every little detail of my subordinates/Government jobs, which is why we have governors and such to take care of all the fine details.
    Basically, as long as I have a healthy income, I don't bother with trying to squeeze out every gold coin I can, for the simple reason that you don't have to, it isn't that hard unless you are new to the franchise.

  9. #9

    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by zonks40 View Post
    I prefer to roleplay it, ruling my nation does not involve penny pinching or knowing every little detail of my subordinates/Government jobs, which is why we have governors and such to take care of all the fine details.
    Basically, as long as I have a healthy income, I don't bother with trying to squeeze out every gold coin I can, for the simple reason that you don't have to, it isn't that hard unless you are new to the franchise.
    It's your opinion; others are more sensible on how ''efficient'' are the ''subordinates''...

  10. #10
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    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by leonardusius View Post
    It's your opinion; others are more sensible on how ''efficient'' are the ''subordinates''...
    Here we go again.....
    Of course it's my opinion, and it has nothing to do with sensible but everything to do with you being anally retentive.

  11. #11

    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by zonks40 View Post
    Here we go again.....
    Of course it's my opinion, and it has nothing to do with sensible but everything to do with you being anally retentive.
    Sorry, english isn't my first language....''anally retentive'' isn't a direct insult ? If yes, do you think I can't reply with the same ''manner'' ?? I request the moderator to take a measure here .......before I get annoyed by this man.
    Last edited by leonardusius; December 23, 2015 at 05:01 AM.

  12. #12
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    Default Re: ''Mathematics'' tutorial

    Quote Originally Posted by leonardusius View Post
    Sorry, english isn't my first language....''anally retentive'' isn't a direct insult ? If yes, do you think I can't reply with the same ''manner'' ?? I request the moderator to take a measure here .......before I get annoyed by this man.

    Anally retentive is used to describe a person who pays such attention to detail that the obsession becomes an annoyance to others
    If you don't know what I said how can you possibly reply in the same manner?

  13. #13
    FlashHeart07's Avatar Praepositus
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    Default Re: ''Mathematics'' tutorial

    Guys. Manners.. Its Christmas

  14. #14

    Default Re: ''Mathematics'' tutorial

    The UI in Rome II does a bad job of presenting modifiers in a succinct manner. You have to go round the houses to uncover all the elements which affect province modifiers, and even then you will probably be left scratching your head. For some reason, CA decided to attach tax to a 200% scale (-100% through 100%) which is pretty counter intuitive to how we understand tax to function in the real world, since -100% should actually correlate with 0% (the concept of negative taxes is stupid IMO).

    Anyway, as far as maths go, remember that 0<1.



  15. #15

    Default Re: ''Mathematics'' tutorial

    As ep1c said, the way modifiers in the whole game apply is not standardized. For example, with stat bonuses to troops some have a small impact while others have a huge impact on the actual stat.

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