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province-attributes [2023/09/17 00:47] frontispice |
province-attributes [2023/10/12 02:39] (current) fenrir Transcribed the Pymous summary on seas into the table; if this is out-of-date, then oops |
| {{:misc:gui:cave.png?20&nolink }}Cave | -60% | +100% | 6 | + | 4096 | | | {{:misc:gui:cave.png?20&nolink }}Cave | -60% | +100% | 6 | + | 4096 | |
| Cave Forest | -20% | +100% | ? | ? | ? | | | Cave Forest | -20% | +100% | ? | ? | ? | |
| {{:misc:gui:sea.png?30&nolink }}Sea | 25-100% of base pop | ? | 5 | 0 | 4 | | | {{:misc:gui:sea.png?30&nolink }}Sea | -12.5%¹ | ? | 5 | 0 | 4 | |
| {{:misc:gui:deep_sea.png?30&nolink }}Deap Sea | 25-100% of base pop | ? | ? | ? | 2048 | | | {{:misc:gui:deep_sea.png?30&nolink }}Deep Sea | -25%¹ | ? | ? | ? | 2048 | |
| Gorge | -25% | ? | ? | ? | ? | | | Gorge | -25% | ? | ? | ? | ? | |
| Kelp Forest | +25% | ? | ? | ? | ? | | | Kelp Forest | +25% | ? | ? | ? | ? | |
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Note that a priority system is used to determine which terrain type **actually** applies its population, resource, and magic site probability modifiers in a province; only one of the terrain types listed below will have an effect in each province, unless the terrain type doesn't have an effect in that category, in which case another terrain type gets to apply for that. If something isn't listed below, it will always have an effect; for example, Mountains and Farms effectively cancel each other out, while a Forest province with Mountains doesn't have anymore Resources in it than a Plains province with Mountains. | ¹//Seas and Deep Seas work rather differently from the other province types. For one, Gorges and Kelp Forests can only appear inside of them. On top of that, they have far-higher population variance than "dry" provinces. While "dry" provinces may end up with between 75% and 125% of the base population (a 25% variance), Deep Seas may end up with between **25%** and 125% of the base population (a 50% variance), and Seas may end up with between **25%** and **150%** of the base population (a 62.5% variance).// |
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| Note that a priority system is used to determine which terrain type **actually** applies its population, resource, and magic site probability modifiers in a province; only one of the terrain types listed below will have an effect in each province, unless the terrain type doesn't have an effect in that category, in which case another terrain type gets to apply for that. If something isn't listed below, it will always have an effect; for example, Mountains and Farms effectively cancel each other out, while a Forest province with Mountains doesn't have anymore Resources in it than a Plains province with Mountains. Gorge and Kelp Forest modifiers stack with those on Seas and Deep Seas. |
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^ Terrain ^ Population Priority ^ Resource Priority ^ | ^ Terrain ^ Population Priority ^ Resource Priority ^ |
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<WRAP box round> | <WRAP box round> |
ROUND(IF[Population>10000;10+50+25+((Population-10000)/400);IF[Population>5000;10+50+((Population-5000)/200);10+(Population/100)]]*(1+0,01*Fort recruitment bonus)*(1+0,1*Order scale))-(1+Commander bonus) | ROUND(IF[Population>10000;10+50+25+[(Population-10000)/400);IF[Population>5000;10+50+((Population-5000)/200);10+(Population/100)]]*(1+0,01*Fort recruitment bonus)*(1+0,1*Order scale)]-(1+Commander bonus) |
</WRAP> | </WRAP> |
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