This shows you the differences between two versions of the page.
Both sides previous revision Previous revision Next revision | Previous revision Next revision Both sides next revision | ||
magic-sites [2021/08/05 06:36] rweird [Site Generation procedure] Updated to reflect Loggy's work since this page |
magic-sites [2021/12/12 23:22] wigglefig providence typos fixed |
||
---|---|---|---|
Line 1: | Line 1: | ||
======Magic Sites====== | ======Magic Sites====== | ||
- | |||
- | |||
Magic Sites are present across the map from games start. Most sites are initially hidden, though there are some that are revealed as soon as a province is taken. Sites are revealed by using the " | Magic Sites are present across the map from games start. Most sites are initially hidden, though there are some that are revealed as soon as a province is taken. Sites are revealed by using the " | ||
Line 7: | Line 5: | ||
Most sites provide their owner with [[gems|gem]] income, though they can also provide recruit-able units/ | Most sites provide their owner with [[gems|gem]] income, though they can also provide recruit-able units/ | ||
- | Other than their effects magic sites have a rarity, level, and set of terrains. The rarity controls how likely a site is to spawn, with rarity 0 being the most likely and rarity 2 being the least likely. The level determines how skilled a mage needs to be to find the site. The set of terrains controls where the site can spawn and if the site is unique. Mixed terrains appear to be able to spawn any site available to any of their individual terrain types. | + | Other than their effects magic sites have a rarity, level, and a set of [[terrain]] tags. The rarity controls how likely a site is to spawn, with rarity 0 being the most likely and rarity 2 being the least likely. The level determines how skilled a mage needs to be to find the site. The set of terrains controls where the site can spawn and if the site is unique. Mixed terrains appear to be able to spawn any site available to any of their individual terrain types. |
{{ :: | {{ :: | ||
Line 22: | Line 20: | ||
====Element Breakdown==== | ====Element Breakdown==== | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Waste and Deep Sea have the best return, so it may be worth remote searching for F in deep sea if you can't get a mage down there easily.</ | + | There is only one underwater site with path greater than {{path>F1}}, a unique |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | It is barely worth searching sea provinces. If you do a {{path> | + | Though infrequent, |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Above ground a {{path>W3}} mage should | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Caves and Deep Sea have huge expected returns but are relatively rare. It is likely worth remote searching if you can't get a {{path>E3}} earth mage to your deep sea provinces.</ | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Wastelands, Deep Sea, and Caves can't have this site so cap out at {{path>S3}} like the other gem types. Once again though | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Caves and seas are likely only worth searching at {{path>D2}} (no well), and for deep sea {{path> | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Forests and seas have significantly better gem returns than the other terrain types so you should search these first.</ | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | Obviously don't search for blood underwater.</ | + | |
</ | </ | ||
<WRAP box> | <WRAP box> | ||
- | <WRAP column 40px>\\ {{ : | + | <WRAP column 40px>\\ {{ : |
- | While {{path>H2}} and {{path>H3}} have some good sites (the Records | + | |
</ | </ | ||
Line 204: | Line 195: | ||
Reveals all Blood sites. Can target underwater, even though there are no Blood sites underwater. | Reveals all Blood sites. Can target underwater, even though there are no Blood sites underwater. | ||
</ | </ | ||
- | |||
- | ====Remote Site Searching Payoff==== | ||
- | On the whole the return on investment of remote searching spells is very poor if you have consistent access to the path and are not concerned about turn economy. If you have multipath mages for that element then even the turn economy benefit is mostly lost. | ||
- | |||
- | For example remote searching astral as [[LA Pan]] (only S1 access) will give a return of 0.164 pearls per turn on average for a plains province (assuming two sites on average). This takes 19 turns to repay itself and is close to the best example for the standard remote searches. | ||
- | |||
- | ??Voice of Tiamat?? is potentially an exception here. If you haven' | ||
===== Expected gem income ===== | ===== Expected gem income ===== | ||
Line 223: | Line 207: | ||
=====Site Generation procedure===== | =====Site Generation procedure===== | ||
+ | <WRAP box 400px right> | ||
+ | ==== Terrain Modifiers ==== | ||
+ | <WRAP column 150px rightalign> | ||
+ | Manysites \\ Throne \\ Farm \\ Waste \\ Cave \\ Kelp Forest \\ Forest \\ Mountains \\ Highland //and// UW \\ Highland \\ Deep Sea \\ Plains / Sea | ||
+ | </ | ||
+ | +25 \\ +20 (stacks with other terrains) \\ -20 (to a minimum of 5) \\ +20 \\ +15 \\ +10 \\ +10 \\ +10 \\ +15 \\ +5 \\ +10 \\ +0 | ||
+ | </ | ||
Based on large numbers of experimental analysis, it has been possible to gain a rough understanding of how magic sites are generated on the map. Each province has a magic site frequency, which is the sum of the global site frequency (determined at game creation) and a terrain specific modifier. Generally (but not all the time), the most positive terrain modifier takes precedence in the case of provinces with multiple terrains. | Based on large numbers of experimental analysis, it has been possible to gain a rough understanding of how magic sites are generated on the map. Each province has a magic site frequency, which is the sum of the global site frequency (determined at game creation) and a terrain specific modifier. Generally (but not all the time), the most positive terrain modifier takes precedence in the case of provinces with multiple terrains. | ||
- | |||
- | ^ Terrain | ||
- | | Many Sites flag | +25 | | ||
- | | [[Thrones]] | ||
- | | Wasteland | ||
- | | Cave | +15 | | ||
- | | Gorge | +15 | | ||
- | | Forest | ||
- | | Kelp Forest | ||
- | | Mountain | ||
- | | Deep Sea | +10 | | ||
- | | Highland | ||
- | | Farm | -20 (to a minimum of 5) | | ||
Higher site frequency is associated with more magic sites: For each province, the initial chance to spawn a site is global site frequency + terrain frequency modifier. It repeats this process until it has made 8 rolls, but the chance of each subsequent roll generating a site is 75% of the previous. For example, if a province had an initial chance of 80 to generate a site, the second roll would have a 60% chance, the third 45%, the fourth 33%, the fifth 24%, the sixth 18%, the seventh 13%, and the eighth 9%.Therefore provinces with a high site frequency are almost guaranteed to have a few magic sites, but it grows increasingly uncommon for sites to have four or more. | Higher site frequency is associated with more magic sites: For each province, the initial chance to spawn a site is global site frequency + terrain frequency modifier. It repeats this process until it has made 8 rolls, but the chance of each subsequent roll generating a site is 75% of the previous. For example, if a province had an initial chance of 80 to generate a site, the second roll would have a 60% chance, the third 45%, the fourth 33%, the fifth 24%, the sixth 18%, the seventh 13%, and the eighth 9%.Therefore provinces with a high site frequency are almost guaranteed to have a few magic sites, but it grows increasingly uncommon for sites to have four or more. |