Same Thread just got published at RTSS aswell, so you can also look for answers there:
http://www.rts-sanctuary.com/Age-Of-Mythology/showtopic=242634
Let's start with this quote:
http://ageofempires.wikia.com/wiki/Tax_Collectors
Buying: 100 Ress for X gold.
Selling: 100 Ress for Y gold.
Buying-Selling-Rates are counted in 88 steps switching for all players.
Tax Collectors Buyfactor Percentage: 0.85
Tax Collectors Sellfactor Percentage: 1.15
(0.9 / 1.1 for Poseidons Bonus additionally I guess)
Buy/Sell without Updates goes among these known numbers:
So on the low ress prices one can buy/sell little ressources for a lot of gold.
On the high ress prices one can buy/sell a lot ressources for little gold.
With the Tax Collectors it goes among these known numbers:
Okay, without Updates I guess the starting buying/selling numset we start with, 129/69, is probably the 70% market efficiency that the wiki speaks off. It's about 70/130 with some round off numbers I guess.
Since the Technology gives 15% Percentage, and not BasePercentage, the Efficiency is about to go up 10,5% (70*0.15) and not 15%.
I was unable to use BasePercent or Assign to check what 100% Buy/SellFactor-Efficiency would look like, so I added/removed 0.4286% to/from the 70% efficiency to check that out. So assumed numbers at 100% efficiency:
(1.0 + 0.4286) SellFActor 1.4286
Though it does start with the 74/100, I like the ratio at 85/115 to show what the most efficient buying/selling looks like. (at least if you dont want to go over 100% efficiency if thats even possible)
Thus.. the 70% starting efficiency is a number I knew nothing about before reading the wiki, but the 15% seems to work in relation to the 70%, not to 100% efficiency. Though it is just a couple single digits .. umh.
Market is flooded with gold / low on Ressources:
Best buying rate: 0.2 gold vs 1 Ress
Best selling rate: 0.25 gold vs 1 Ress
Market flooded with Ressources / low on gold:
Best buying rate: 1.5 gold vs 1 Ress
Best selling rate: 2.0 gold vs 1 Ress
Lets check the difference between each component on an either way crashed market:
Without Ups
Buy: 0.33 v 2.59 -> 2.26 difference
Sel: 0.18 v 1.39 -> 1.21 difference
Tax Collectors
Buy: 0.28 v 2.21 -> 1.93 difference
Sel: 0.20 v 1.60 -> 1.40 difference
Assumed 100% efficiency
Buy: 0.19 v 1.48 -> 1.29 difference
Sel: 0.26 v 2.00 -> 1.74 difference
Now the ratios (buy difference % sell difference):
Without: 1.87
Tax Collectors: 1.38
Assumed100%: 0.74
Okay, this is followed up by weird conclusions:
Since the ratios on the allowed tech ups are greater than 1, buying ressources is overall more extreme/can get crazy, while selling is stable. Thus selling on the market is on either crashed market more okay than buying, which allows for a more stable gold income through trading.
Tax Collectors reduces the crazyness of buying (2.26 down to 1.93), but increases the crazyness of selling (1.21 up to 1.4), well meaning buying is cheaper and selling brings more as expected.
On a full efficiency the crazyness ratio turns upside down, making buying more stable than selling, thus gaining ressources more stable than gaining gold, while gaining gold can get crazy on a 2:1 ratio.
The Floor (33/18, 28/20, 19/26) on a crashed market is barely touched around 25, while the ceiling (259/139, 221/160, 148/200) varies a lot, so the crazyness only applies on a market flooded with ressources/low on gold, leading to extreme prices making the players pay over 260 to 220 gold (40 difference), while getting 140 to 160 gold (20 difference) for selling.
And again: Selling remains more stable, buying can be expensive.
Thus meaning: Tax Collectors are the most efficient if you need to buy ressources at a high priced market. Selling is more or less about as good without (well, 20 difference). And on a crashed market, buying has only a 5 gold difference, selling a 2 gold difference.
Lastly a couple words about modding:
Buy- and SellFactors are only touched together with 10% efficiency for poseidon and another 15% efficiency for Tax Collectors. That doesn't need to be this way, you can make a civ good at selling but bad at buying for example.
Another thing which I'd assume possible right now is researching a tech which forces gaia to trade ressources, like crashing the market without trading ressources at all should be possible and can be made pretty cheap.
That would be the first step in teching something which affects other players *__*
Let's start with this quote:
Tax CollectorsAnd let's leave the 10% from poseidon out of this.[..] decreases the cost of selling or buying resources at the Market from 30% to 15%.
Buying: 100 Ress for X gold.
Selling: 100 Ress for Y gold.
Buying-Selling-Rates are counted in 88 steps switching for all players.
Tax Collectors Buyfactor Percentage: 0.85
Tax Collectors Sellfactor Percentage: 1.15
(0.9 / 1.1 for Poseidons Bonus additionally I guess)
Buy/Sell without Updates goes among these known numbers:
From the medium numbers we see that it's about +/-30 in difference.
33-129-259
18-69-139
So on the low ress prices one can buy/sell little ressources for a lot of gold.
On the high ress prices one can buy/sell a lot ressources for little gold.
With the Tax Collectors it goes among these known numbers:
Which is greatly confusing to me. Another part of that numset would be 117/85. Well, it is about +/- 15 I guess.
Buy-28-110-221
Sell-20-80-160
Okay, without Updates I guess the starting buying/selling numset we start with, 129/69, is probably the 70% market efficiency that the wiki speaks off. It's about 70/130 with some round off numbers I guess.
Since the Technology gives 15% Percentage, and not BasePercentage, the Efficiency is about to go up 10,5% (70*0.15) and not 15%.
I was unable to use BasePercent or Assign to check what 100% Buy/SellFactor-Efficiency would look like, so I added/removed 0.4286% to/from the 70% efficiency to check that out. So assumed numbers at 100% efficiency:
(1.0 - 0.4284) BuyFactor 0.5714
Buy-19-74-84-86-148
Sell-26-100-114-116-200
(1.0 + 0.4286) SellFActor 1.4286
Though it does start with the 74/100, I like the ratio at 85/115 to show what the most efficient buying/selling looks like. (at least if you dont want to go over 100% efficiency if thats even possible)
Thus.. the 70% starting efficiency is a number I knew nothing about before reading the wiki, but the 15% seems to work in relation to the 70%, not to 100% efficiency. Though it is just a couple single digits .. umh.
Market is flooded with gold / low on Ressources:
On 100% efficiency:
No Ups/ Tax Collector / 100% Efficiency
Buy-33-28-19
Sell-18-20-26
Best buying rate: 0.2 gold vs 1 Ress
Best selling rate: 0.25 gold vs 1 Ress
Market flooded with Ressources / low on gold:
On 100% efficiency:
No Ups/ Tax Collector / 100% Efficiency
Buy-259-221-148
Sell-139-160-200
Best buying rate: 1.5 gold vs 1 Ress
Best selling rate: 2.0 gold vs 1 Ress
Lets check the difference between each component on an either way crashed market:
Without Ups
Buy: 0.33 v 2.59 ->
Sel: 0.18 v 1.39 ->
Tax Collectors
Buy: 0.28 v 2.21 ->
Sel: 0.20 v 1.60 ->
Assumed 100% efficiency
Buy: 0.19 v 1.48 ->
Sel: 0.26 v 2.00 ->
Now the ratios (buy difference % sell difference):
Without: 1.87
Tax Collectors: 1.38
Assumed100%: 0.74
Okay, this is followed up by weird conclusions:
Since the ratios on the allowed tech ups are greater than 1, buying ressources is overall more extreme/can get crazy, while selling is stable. Thus selling on the market is on either crashed market more okay than buying, which allows for a more stable gold income through trading.
Tax Collectors reduces the crazyness of buying (2.26 down to 1.93), but increases the crazyness of selling (1.21 up to 1.4), well meaning buying is cheaper and selling brings more as expected.
On a full efficiency the crazyness ratio turns upside down, making buying more stable than selling, thus gaining ressources more stable than gaining gold, while gaining gold can get crazy on a 2:1 ratio.
The Floor (33/18, 28/20, 19/26) on a crashed market is barely touched around 25, while the ceiling (259/139, 221/160, 148/200) varies a lot, so the crazyness only applies on a market flooded with ressources/low on gold, leading to extreme prices making the players pay over 260 to 220 gold (40 difference), while getting 140 to 160 gold (20 difference) for selling.
And again: Selling remains more stable, buying can be expensive.
Thus meaning: Tax Collectors are the most efficient if you need to buy ressources at a high priced market. Selling is more or less about as good without (well, 20 difference). And on a crashed market, buying has only a 5 gold difference, selling a 2 gold difference.
Lastly a couple words about modding:
Buy- and SellFactors are only touched together with 10% efficiency for poseidon and another 15% efficiency for Tax Collectors. That doesn't need to be this way, you can make a civ good at selling but bad at buying for example.
Another thing which I'd assume possible right now is researching a tech which forces gaia to trade ressources, like crashing the market without trading ressources at all should be possible and can be made pretty cheap.
That would be the first step in teching something which affects other players *__*
[This message has been edited by Lilitu (edited 02-26-2017 @ 08:09 AM).]