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TOWN_MULTIPLIER, UNIT_POWER, CELL_PENALTY are constants, I have expicitly stated their values.
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Sorry, trying to make a sheet for calculation and must cover all possibilities. Thanks for the answer.
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So, update log for 9th November 2017, says "loyalty tweaked a bit". Town loyalty of "loyalty = culture2 / population * 4" , is replaced with what, please?
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Conversion is next to impossible with the brig nerf now aswell. Making brigs slower, means making the priests slower too. You can barely convert anything outside your range cause of the slow brigs & priests. Another thing that got affected by slowing them down.
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I've been using this formula a lot recently :) I know it's just a general guide but is it 'extra cells' for the attacker or the defender?
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I've been using this formula a lot recently :) I know it's just a general guide but is it 'extra cells' for the attacker or the defender?
for the attacker
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Hi, question about the whole conversion formula / calculation - when is this being calculated, the moment the priests are sent or the moment they arrive at the target town? Because hero with respective perk&gear setup can influence the numbers quite a bit, so I'm wondering at what point exactly he needs to be in town and whether he can be off at launch or during priests' travel?
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Hi, question about the whole conversion formula / calculation - when is this being calculated, the moment the priests are sent or the moment they arrive at the target town? Because hero with respective perk&gear setup can influence the numbers quite a bit, so I'm wondering at what point exactly he needs to be in town and whether he can be off at launch or during priests' travel?
hi MR Jones, it used to be changing every turn, meaning when I sent the priests with my army (destroyers) it changes in between turns, this was experienced five years ago though, didn't have the chance to retry
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Not an exact match, for the question, but looks like the maths is done, at the start of the fight/battle.
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Why all culture id down to 0 after a town capture ? How to get back culture, is there any action to do ?
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TOWN_MULTIPLIER, UNIT_POWER, CELL_PENALTY are constants, I have expicitly stated their values.
sorry, where can it be found ?
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With Monarchy town capture is a very bad idea, unless it is for culture victory. Corruption depends on how far towns are apart, ideally they should be as close as possible. So if you capture another town, that is 10 - 20 or more cells away, this is likely the result. More info, had an update from the player, the town has now gone. Seems captured towns take longer to poof. Approx. 4.5 hours between the last building being demolished and town poofing (disappearing).
Edited 21 minutes later by Stitch.
Reason: more info.
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Thank you Stich. What about cell penality in calculation ?
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Sorry for bad spelling your name Stitch:) Now, still can be an idea, if you have plans to give the town to someone else who will capture it and have planned, as for chaos, what will follow :)
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If you don't have enough cells, to settle a new town, it adds a "cell_penalty" that is unit power squared. Priest used to be 20 and inquisitors 25. So 400 for priests. Not sure what it would be, if you sent a mix of priests and inquisitors. This is 400 loyalty, added to the target town. Priest and inquisitors were made a little stronger, about 7 years ago, so it will be more than 400 now. Wine global will allow you to build an extra church or cathedral.
Edited 2 minutes later by Stitch.
Reason: more info.
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