Hello, this topic is here to speak about strange things I've discovered in the game' files (data).
Gold gather rate (gold is the most weird I think):
On normal gold mines, villager Greek and Chinese gather 0.91 when villager Norse gather 0.90.
This means that villager Norse have a small malus at gathering gold (the egyptian gold work rate (0.82) is based on the greek's).
BUT on jade mine, villager chinese only get an ignominious bonus because they gather at 1.09 them, this is a +20% free bonus...
However, the commons gold improvements such as "pickaxe":
We can see that all villagers gain +10% gather rate on "gold", which means "all type of gold" (I've verified).
However, the dwarfs, that are "AbstractVillagers" too, gain also a +10% bonus.
This bonus is in addition to the main, considering that egyptian villagers gain only "*1.01" gather rate and this is in addition (i mean because the egyptian bonus CAN'T BE other than in addition, the dwarf's bonus MUST BE in addition too).
HOWEVER, this bonus for the dwarfs DOESN'T DO ANYTHING,
because dwarfes doesn't have a specific gather rate for this types of gold (edit)
So this means that dwarfes gain a bonus on gold mine/small/dwarven. Nothing on Gold mine tiny ! Nothing on Jade Mines ! (this is exactly the same for the two other improvements of gold).
So on chinese map, don't do dwarves, but take China...
However, this +10% bonus for dwarves is huge. At the end, they gather 1.728 when a greek villager gathers 1.183 on most gold mines, which is 46% faster (20% at the beginning).
Other thing, if you don't know, trade with caravans with allies = +50 % Gold.
Now, Wood...
It is simpler, the only weird thing is that Gaļa Forest is much faster to gather:
param name="Rate" type="Gaia Forest tree" value1="1.23"></param
param name="Rate" type="Wood" value1="1.08"></param
(for the greek villager)
This is the case for all villagers, a bonus of ~15 Base Percent which is huge too (then upgrades apply in reference to the base percent).
And this isn't all, because then all wood improvements have a "*1.1 work rate for all wood AND *1.1 work rate for "Gaļa Forest Tree" (which is also a "wood" type)".
This means that at the end, we can have Gaļa forest trees gathered at 1.968 when the max wood gather rate is 1.404, so +40% !
On Food, I don't have solutions but a problem:
the tech "domestication":
Because Chicken and Ducks are also WildCrops, it could mean that duck and chicken will be gathered at a *1.60 rate ? This is huge ! True ?
→NO, because any villager has a specific gather rate for this animals, in fact only the "wild crops" does something
Then, why did they do this useless lines ??
Another thing, you know no doubt that Villager Egyptians have a 10% gathering malus (because of the pharaoh). They get also a +1 % for each economical upgrades because they are in BP.
But they gain also a huge bonus on the first upgrade of farm: "Plow". It makes All villagers gather 10% faster and in addition the egyptian gather 12% faster (so 22%). This isn't the case for the other farm upgrades.
Concerning Favor, there is one thing to revise:
Auto gather from all monuments of egyptians changed
Monument 1 → 0.1
Monument 2 → 0.082
Monument 3 → 0.085
Monument 4 → 0.095
Monument 5 → 0.115
So now the biggest monument is really the bigest.
If you want to empower one monument you know what to do.
For the greek' system, I saw in the "tooltip" that the efficiency decrease with the number of villagers at a same temple. Is it true ? (it can be hard coded, invisible in the "proto").
For the atlanteans, you can read a horrible
But I may say something false too, there is maybe another thing that I didn't consider.
Finally, garden trickle is 0.05 which isn't very big, but if we compare this to the egytian system, the total is (regardless of any god or upgrade)
0.5 favor generation rate for the chineses v 0.477 and 2055 total garden cost v 2100 for the 5 monuments. And chinese monuments can also produce other things (this also 0.5 for each garden which means that we have to wait 550 secs to be refunded when we build a garden after the 2 cheap.)
BUT keep in mind that egyptian monuments are far more solids and take less radius. They are more reliable in late game, where building's destruction are the rule.
Now, if someone can tell me how norse favor production work I will be happy :). The only thing I saw is a vague "bounty facor" on each units of the proto...
For now I just know that they gain favor when killing ennemies and buildings, and have also a trickle of 0.01/Hersirs from age 2.
About villagers, for your information Villager Atlantean Hero gather approximately 10% faster than normal ones.
They also get a +0.075 (approximately 10%) bo,us on repairing buildings. But they construct in most case ~5% faster, ~8,3% faster on TCs.
They have the same bonus as citizen but a 2.5 bonus against myth (very bad) and an interesting *5 Bonus against set animals. All type of citizen have a *4 Bonus against siege weapons, allowing them to be able to destroy them (they still have trouble to do this with 3* less villagers).
And finally, to close this topic, I will speak about the fun fact of the EE (don't know if it was premeditated): villager chinese female are better than males.
In fact their hand attack is 2* slower, so they can deal very big hits, allowing them to win villager's battles. this is also much better if a raiding cav is passing through: if they can deal not more than one hit because of the speed of the cav, female chinese will do 2* more...
Gold gather rate (gold is the most weird I think):
On normal gold mines, villager Greek and Chinese gather 0.91 when villager Norse gather 0.90.
This means that villager Norse have a small malus at gathering gold (the egyptian gold work rate (0.82) is based on the greek's).
BUT on jade mine, villager chinese only get an ignominious bonus because they gather at 1.09 them, this is a +20% free bonus...
However, the commons gold improvements such as "pickaxe":
<tech name="Pickaxe" type="Normal"> <effect type="Data" action="Gather" amount="1.10" subtype="WorkRate" unittype="Gold" relativity="BasePercent"> <target type="ProtoUnit">AbstractVillager</target> <effect type="Data" amount="1.50" subtype="CarryCapacity" resource="Gold" relativity="BasePercent"> <target type="ProtoUnit">AbstractVillager</target><effect type="Data" action="Gather" amount="1.10" subtype="WorkRate" unittype="Gold Mine" relativity="BasePercent"> <target type="ProtoUnit">Dwarf</target> <effect type="Data" action="Gather" amount="1.10" subtype="WorkRate" unittype="Gold Mine Dwarven" relativity="BasePercent"> <target type="ProtoUnit">Dwarf</target> <effect type="Data" action="Gather" amount="1.10" subtype="WorkRate" unittype="Gold Mine Small" relativity="BasePercent"> <target type="ProtoUnit">Dwarf</target> <effect type="Data" action="Gather" amount="1.01" subtype="WorkRate" unittype="Gold" relativity="BasePercent"> <target type="ProtoUnit">Villager Egyptian</target>
We can see that all villagers gain +10% gather rate on "gold", which means "all type of gold" (I've verified).
However, the dwarfs, that are "AbstractVillagers" too, gain also a +10% bonus.
This bonus is in addition to the main, considering that egyptian villagers gain only "*1.01" gather rate and this is in addition (i mean because the egyptian bonus CAN'T BE other than in addition, the dwarf's bonus MUST BE in addition too).
because dwarfes doesn't have a specific gather rate for this types of gold
So on chinese map, don't do dwarves, but take China...
Other thing, if you don't know, trade with caravans with allies = +50 % Gold.
Now, Wood...
It is simpler, the only weird thing is that Gaļa Forest is much faster to gather:
param name="Rate" type="Wood" value1="1.08">
(for the greek villager)
This is the case for all villagers, a bonus of ~15 Base Percent which is huge too (then upgrades apply in reference to the base percent).
And this isn't all, because then all wood improvements have a "*1.1 work rate for all wood AND *1.1 work rate for "Gaļa Forest Tree" (which is also a "wood" type)".
This means that at the end, we can have Gaļa forest trees gathered at 1.968 when the max wood gather rate is 1.404, so +40% !
On Food, I don't have solutions but a problem:
the tech "domestication":
<tech name="Domestication" type="Normal">
<dbid> 956< /dbid>
<displaynameid> 50508< /displaynameid>
<cost resourcetype="Wood"> 100.0000< /cost>
<cost resourcetype="Favor"> 5.0000< /cost>
<researchpoints> 40.0000< /researchpoints>
<status> OBTAINABLE< /status>
<icon> improvement domestication icon< /icon>
<rollovertextid> 50509< /rollovertextid>
<buttonpos row="2" column="0"> < /buttonpos>
<prereqs>
<civilization>
<civname> Fuxi< /civname>
</civilization>
</prereqs>
<effects>
<effect type="Data" action="Gather" amount="1.30" subtype="WorkRate" unittype="WildCrops" relativity="BasePercent">
<target type="ProtoUnit"> AbstractVillager< /target>
</effect>
<effect type="Data" action="Gather" amount="1.30" subtype="WorkRate" unittype="Duck" relativity="BasePercent">
<target type="ProtoUnit"> AbstractVillager< /target>
</effect>
<effect type="Data" action="Gather" amount="1.30" subtype="WorkRate" unittype="Chicken" relativity="BasePercent">
<target type="ProtoUnit"> AbstractVillager< /target>
</effect>
<effect type="Data" action="Gather" amount="1.15" subtype="WorkRate" unittype="Herdable" relativity="BasePercent">
<target type="ProtoUnit"> AbstractVillager< /target>
</effect>
</effects>
</tech>
Because Chicken and Ducks are also WildCrops, it could mean that duck and chicken will be gathered at a *1.60 rate ? This is huge ! True ?
Then, why did they do this useless lines ??
Another thing, you know no doubt that Villager Egyptians have a 10% gathering malus (because of the pharaoh). They get also a +1 % for each economical upgrades because they are in BP.
But they gain also a huge bonus on the first upgrade of farm: "Plow". It makes All villagers gather 10% faster and in addition the egyptian gather 12% faster (so 22%). This isn't the case for the other farm upgrades.
Concerning Favor, there is one thing to revise:
Auto gather from all monuments of egyptians changed
(extract from "http://aom.heavengames.com/gameinfo/tables/buildings/egyptian"The real generation is now (even the excellent Tooltip is quite false on that).
..to Villagers Favor generation 0.097/s
...to Soldiers Favor generation 0.077/s
...to Priests Favor generation 0.077/s
...to Pharaohs Favor generation 0.077/s
...to the Gods Favor generation 0.088/s
Monument 1 →
Monument 2 →
Monument 3 →
Monument 4 →
Monument 5 →
So now the biggest monument is really the bigest.
If you want to empower one monument you know what to do.
For the greek' system, I saw in the "tooltip" that the efficiency decrease with the number of villagers at a same temple. Is it true ? (it can be hard coded, invisible in the "proto").
For the atlanteans, you can read a horrible
From (http://aom.heavengames.com/gameinfo/atlanteans/culture/overview/)False ! This is 0.09 in the tech tree file. In fact, The Town center produce "0.0" favor per seconds. But when you take one of the 3 atlantean gods, You have one thing "+0.09 Auto Gather for tcs.
Each town center in control by an Atlantean player gives a steady trickle of favor, approximately .3 favor per second per Town center.
But I may say something false too, there is maybe another thing that I didn't consider.
Finally, garden trickle is 0.05 which isn't very big, but if we compare this to the egytian system, the total is (regardless of any god or upgrade)
0.5 favor generation rate for the chineses v 0.477 and 2055 total garden cost v 2100 for the 5 monuments. And chinese monuments can also produce other things (this also 0.5 for each garden which means that we have to wait 550 secs to be refunded when we build a garden after the 2 cheap.)
BUT keep in mind that egyptian monuments are far more solids and take less radius. They are more reliable in late game, where building's destruction are the rule.
Now, if someone can tell me how norse favor production work I will be happy :). The only thing I saw is a vague "bounty facor" on each units of the proto...
For now I just know that they gain favor when killing ennemies and buildings, and have also a trickle of 0.01/Hersirs from age 2.
About villagers, for your information Villager Atlantean Hero gather approximately 10% faster than normal ones.
They also get a +0.075 (approximately 10%) bo,us on repairing buildings. But they construct in most case ~5% faster, ~8,3% faster on TCs.
They have the same bonus as citizen but a 2.5 bonus against myth (very bad) and an interesting *5 Bonus against set animals. All type of citizen have a *4 Bonus against siege weapons, allowing them to be able to destroy them (they still have trouble to do this with 3* less villagers).
And finally, to close this topic, I will speak about the fun fact of the EE (don't know if it was premeditated): villager chinese female are better than males.
In fact their hand attack is 2* slower, so they can deal very big hits, allowing them to win villager's battles. this is also much better if a raiding cav is passing through: if they can deal not more than one hit because of the speed of the cav, female chinese will do 2* more...
[This message has been edited by eine_gurkensalad (edited 06-22-2017 @ 11:57 AM).]