Prices
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jlangsdo
Cutthroat
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Posted: Sun Jun 10, 2012 11:31 am Post subject: |
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Another factor is a single bit, which I had labeled "defeated pirate nearby"
City_x_2_2 (2nd to the least significant bit).
If that bit is not set, then the prices are 500 higher than quoted above for the same Wealth level at the same city.
I don't know if this price cut is only scored by defeating a nearby pirate, or if it also extends to anything that makes the governor happy. It might also apply if you defeat Indians or European raiders sent to attack the city. I don't know how long it lasts.
But that gets me only to 2750, and Roland has seen prices up to 3750, so there are more factors. I need to sail around and find a more expensive city. |
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Roland
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Posted: Mon Jun 11, 2012 12:53 am Post subject: |
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jlangsdo wrote: | But that gets me only to 2750, and Roland has seen prices up to 3750, so there are more factors. I need to sail around and find a more expensive city. |
I never found a price of more than 3000 in a "small" city (i.e., population of 4000 or less). Prices of 3250 and higher appeared only in "large" cities (capital, port, town, or colony). I think item prices depend at least as much on size as on wealth.
That upper limit on item prices also seems to depend on the difficulty level. The maximum price is 3750 at Rogue, but I think you could find prices of 4000 at Swashbuckler. At lower difficulty levels, I think the maximum price descends by 250 per level, down to 3000 at Apprentice. But I'm not sure how minimum and average prices are affected. If it's 250 per level across the board, then you should be able to find item prices of just 500 in settlements at Apprentice (a great deal if you can't dance!). |
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jlangsdo
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Posted: Tue Jun 12, 2012 11:24 pm Post subject: |
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Ok, this time I looked at item price while varying Population and Wealth.
On Swashbuckler, the price moved in increments of 300.
In my test city, it varied from 1500 to 4500
(In this test, I did not have the grateful population price reduction)
The price went up linearly with population, going up one increment for approximattly every 1500 residents.
As wealth increased for the same population size, it went up 5 increments.
The price maxed out at 4500, which you hit for the richest city at around 9,000 population, and for the poorest city around 14,000.
The breakpoints for wealth levels varied depending on the population. Sometimes they were right on the "baking in the sun" description levels, other times it shifted up and down so I could observe a breakpoint between two cities both rated "brimming with wealth" or "quiet and desolate"
So perhaps part of the function is something like this:
increment = 50*(difficulty+1)
multiplier = (population/1500 + wealth/40 )
price = increment * multiplier
with a floor and ceiling applied to the multiplier. Wealth is on the 1-199 scale, so wealth/40 would be the "baking in the sun" rating.
The grateful population price reduction factor is not a simple bonus added to the multiplier. In a little bit of testing, for a very poor poor grateful city the price stayed at 1500 even when the population was all the way up at 48,000. |
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jlangsdo
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Posted: Wed Jun 13, 2012 12:02 am Post subject: |
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Whoops, missed at +5 in the multiplier somewhere. |
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Dave the Knave
Rigger
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Posted: Wed Jun 13, 2012 2:56 am Post subject: |
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Interesting computations, mateys. There is a need for a Compleat Pyrats Booke, with all of these calculations and variables.
I suggest that the Land Grant might also be varied by the prosperity of the port visited. A richer town would be in a position to be more generous...
Also, I never, ever upgrade my ships, until I can get them for free. At that point, I start keeping my ships and redrawing the political map as it pleases me to do! _________________ Rule, Britannia! Britannia, rule the waves;
Britons never shall be slaves. |
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Roland
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Posted: Wed Jun 13, 2012 3:02 am Post subject: |
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Great work! Putting everything into a table of population by wealth, here are the multipliers:
Code: | Wealth
Population 0-39 40-79 80-119 120-159 160-199
200-1,200 5 6 7 8 9
1,400-2,600 6 7 8 9 10
2,800-4,000 7 8 9 10 11
4,200-5,400 8 9 10 11 12
5,600-6,800 9 10 11 12 13
7,000-8,200 10 11 12 13 14
8,400-9,600 11 12 13 14 15
9,800-11,000 12 13 14 15 15
11,200-12,400 13 14 15 15 15
12,600-13,800 14 15 15 15 15
14,000-15,200 15 15 15 15 15
15,400-16,600 15 15 15 15 15
16,800-18,000 15 15 15 15 15 |
Just multiply this number, 5-15, by the size of the increment, which depends on the difficulty level:
Apprentice: 100
Journeyman: 150
Adventurer: 200
Rogue: 250
Swashbuckler: 300
For a "small" city, then, the highest price would be 11, which translates to 2750 at Rogue. That's more or less what we observed. |
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Roland
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Posted: Wed Jun 13, 2012 3:23 am Post subject: |
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Dave the Knave wrote: | Interesting computations, mateys. There is a need for a Compleat Pyrats Booke, with all of these calculations and variables. |
I have been assembling a lot of useful game information in tables in an Excel file. Several weeks ago I thought it was complete, and I started focusing on editing and formatting. But with jlangsdo's ability to tweak the savegame file and Sir Loin of Beef's efforts to push the game to its limits, we are learning all sorts of new things. When the flood of new information subsides, I'll make my compilation available here. |
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jlangsdo
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Posted: Sat Jun 16, 2012 2:28 pm Post subject: |
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But that's not quite right.
It's actually horrendously complicated if you want to be dead on.
I tracked the 2400-2700 transition on swashbuckler across several different population and wealth combinations:
Pop Min wealth to hit price=2700
200 156
400 152
600 148
800 140
1000 136
1200 132
1400 124
1600 120
1800 112
2000 108
2200 104
5600 8
I thought I saw the pattern (4,4,8,4,4,8,4,8....) but then trying to fill in the middle of the table, nothing worked. I just gave up trying to work out the right wealth for 3200 population... it seemed like it was being inconsistent, but there might be issues with incomplete reloads. Phooey.
The "grateful population" discount seems to be that in a grateful city, the prices are set by wealth alone, regardless of the population size. So if you are headed for a large, poor city, save them from pirates first to get a huge discount. |
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Roland
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Posted: Sun Jun 17, 2012 2:10 am Post subject: |
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jlangsdo wrote: | The "grateful population" discount seems to be that in a grateful city, the prices are set by wealth alone, regardless of the population size. So if you are headed for a large, poor city, save them from pirates first to get a huge discount. |
Does this mean that a "grateful" city has an effective population of 0 (or 200?) for the purpose of item price computation?
Can you pin down how to trigger the "grateful population" discount? Does the pirate vessel you capture have to be on its way to attack that city, or just in the vicinity of the city (i.e., closer to that city than to any other)? |
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jlangsdo
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Posted: Sat Jun 23, 2012 12:17 pm Post subject: |
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Thanks for the suggestion, Roland. Much more fun than entering the tavern and buying items over and over.
I started just playing a normal game, saving after everything that seemed significant, and particularly around attacking pirates and Indians, then checking the savegame files for "grateful population" bits.
Apparently, the grateful population bit has nothing to do with pirates or Indians. I must have been confused earlier.
I could reliably get the bit in a city by installing a new governor. I also got the bit in a settlement by delivering the mayor or sugar plants. |
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Roland
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Posted: Sun Jun 24, 2012 3:25 am Post subject: |
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jlangsdo wrote: | I could reliably get the bit in a city by installing a new governor. I also got the bit in a settlement by delivering the mayor or sugar plants. |
So if you escort a new governor from a settlement to a city, you get a grateful population at both ends? I wonder if delivering immigrants would also set the bit.
I have also wondered about the impact of accepting or declining a governor's request to escort a ship carrying an ultimatum or a peace proposal. In my last game, nearly every visit to a governor's office brought such a request, and I wondered if my consistent refusal of the requests was hurting me in any way. |
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jlangsdo
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Posted: Sun Jun 24, 2012 11:03 am Post subject: |
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When you escort a governor, you get the 'grateful population' bit only in the source settlement, not in the destination.
I was wrong about the sugar plant delivery; that has no effect. I had my settlements mixed up.
The actual cause was that the settlement was captured by an invasion force, and that made the settlement grateful!
I wondered about the ultimatums too... but I don't know how to force one to spawn for testing. I wonder if they are random, or if a city is ripe to send out an ultimatum. Next time you are offered an ultimatum, reload the "arrival" savegame and see it if happens again. |
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Roland
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Posted: Sun Jun 24, 2012 9:04 pm Post subject: |
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jlangsdo wrote: | When you escort a governor, you get the 'grateful population' bit only in the source settlement, not in the destination.
I was wrong about the sugar plant delivery; that has no effect. I had my settlements mixed up.
The actual cause was that the settlement was captured by an invasion force, and that made the settlement grateful! |
So a settlement is always happy to get rid of its current mayor, whether by promotion or by conquest . . .
jlangsdo wrote: | I wondered about the ultimatums too... but I don't know how to force one to spawn for testing. I wonder if they are random, or if a city is ripe to send out an ultimatum. Next time you are offered an ultimatum, reload the "arrival" savegame and see it if happens again. |
Several times, I did not receive an escort request from a governor on my first visit, but when I returned to his office later during the same port call I did get an escort request. |
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Roland
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Posted: Fri Jul 13, 2012 6:06 pm Post subject: Re: Prices |
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Roland wrote: | So I decided to tackle an easier problem to ease my frustration: the prices offered by the shipwright for our prizes.
Code: | Price of Vessel
Class 0 Upgrds 8 Upgrds Upgrd Cost
Pinnace 225 675 400
Sloop 300 900 500
Barque 375 1,125 600
Brig/Fluyt 450 1,350 700
Large 600 1,800 900
Large = Frigate/Galleon/Merchantman |
You will notice that the price for a fully upgraded vessel (8 Upgrds) is always thrice the price of a similar vessel with no upgrades (0 Upgrds). Each upgrade increases the vessel's value by 1/4 of the non-upgraded value. The final column (Upgrd Cost) shows how much the shipwright charges you for each upgrade. This cost is reduced by half when you become an admiral and to zero when you become a duke.
Conclusion: A duke's free upgrades privilege is a valuable benefit - even more valuable than I previously realized. |
Addendum: The prices offered for ships in settlements and pirate havens are 40% lower than the prices in cities. Likewise, when the shipwright in a pirate haven offers an upgrade, it is always priced 40% less than the same upgrade in a city. So sell your ships in the cities, but purchase your upgrades in pirate havens (until you are promoted to admiral, which gets you a 50% discount)! |
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jlangsdo
Cutthroat
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Posted: Mon Dec 17, 2012 1:13 am Post subject: |
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Ship prices are related to the minimum crew on the ship... a plain ship sells at port for 37.5 gold pieces per member of the minimum crew.
It's actually set by the same bits in the executable, similar to the linkage between the daughter's pulchritude and the shipwright's expertise. |
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