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Topic Subject: Fire Pit, some initial numbers
posted 10-05-06 05:52 PM EDT (US)   
Okay so this weird thing called a fire pit works a lot like most other forms of resource gathering. I ran a few very quick tests in the demo to get an idea of how things worked. The dances and their functions have already been posted but here they are again.

Gift Dance - increases the XP trickle
Founder Dance (Iroquois Only) - produces additional Travois units
Holy Dance - spawns medicine men
Fertility Dance - faster training
Town Dance - increases building hitpoints
Alarm Dance - spawns warriors for defence (lose hitpoints over time)
War Chief Dance - increases your WarChief's hitpoints
War Dance - increases the damage your units do


I ran some quick tests in the editor for 1-10 dancers, this is what I’ve been able to learn.
The number of dancers is roughly equal to the benefit gained. Either in percentage bonuses or the production rate of units, but not quite.
For gains in production rate, xp, war chief hp and unit dmg amount gained is directly proportional to the number of dancers. The building hp & atk work almost the same way but varies slightly.

The dances that produce units; travois, warriors and healers report how long it will take to spawn the particular unit. Graphing the time against the number of dancers gives a 1/x relationship. Which makes sense because this keeps the total number amount of dancer seconds remains basically the same. Again, this isn’t exactly the equation the game is using. Having the exact equation from the game would be nice. For unit production the worst rate is with 1 dancer. It doesn't change a lot, 6% better at the most, for my tests of up to 10 dancers. But I cannot discern a pattern to the change.

Funny thing about the building dance is that it doesn't appear to affect the Town Center. Someone please prove me wrong.
I ran tests for 1-10 dancers and found the following.

Production - 10% per dancer
XP - .5 xp/sec per dancer
WC hp - 3% per dancer
unit dmg - 1.2% per dancer
building hp ~ 3.3% per dancer & building atk ~ 6.6% per dancer
travois ~ 340 dancer seconds
warriors ~ 50 dancer seconds
healers ~ 210 dancer seconds

Production - 0.08*d^1.02
XP - 0.2*d^1.05 (the base value is 2xp/sec)
WC hp - 0.02*d^1.01
unit dmg - 0.007*d^1.005
building hp - 0.04*d^1.025
building atk - 0.02*d^1.0125
travois ~ 586 * (0.58*d^1.03)
warriors ~ 780 * (0.065*d^1.03)
healers ~ 3230 * (0.065*d^1.03)

------------------------------------------------------------ ---

Info colected form the game

Travois (seconds to produce) ~ 340 / number of dancers
numbers from game
340
169
112
83
66
55
47
41
36
32

Warrior (seconds to produce) ~ 50 / number of dancers
numbers from game
50
24
16
12
9.8
8.1
6.9
6.0
5.3
4.8

healer (seconds to produce) ~ 210 / number of dancers
numbers from game
210
104
69
51
41
34
29
25
22
20

Building HP ~ 3.3% per dancer
numbers from game
3.3
6.5
9.8
13
16
19
23
26
29
33
Building ATK ~ 6.6% per dancer
numbers from game
6.5
13
19
26
33
39
46
53
60
68



NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com

[This message has been edited by Flammifer (edited 10-07-2006 @ 04:32 PM).]

Replies:
posted 10-05-06 05:52 PM EDT (US)     1 / 28  
So how can we use this info?

I'll start with an easy example.
Should I use the xp dance to try and get my 3 vill shipment asap?

I'll use a hypothetical case to keep things simple.

info:
300 xp requiered for first shipment
each villager created is 10 xp
xp trickle is 2xp/sec

standard case:
4 vills created (40xp)
130 seconds (260xp)

3 vills arive at 170 sec


2 dancers case:
2 dancers (1xp/sec) start at 30 sec for 70 sec (70xp)
3 vills created (30xp)
100 seconds (200 xp)

3 vills arive at 140 seconds

Evaluate:
My 3 vills showed up 30 seconds sooner (+90vs)
I had to use 2 vills dancing for 70 sec to do it (-140vs)
I gathered 70 xp making all my future shipments arive 35 seconds sooner
I had to use my travois to make a fire pit

Not exactly the best idea, but it isn't terrible.

Now what about this,
1 dancer case:
1 dancer (.5xp/sec) start at 30 sec for 84 seconds (42xp)
3 vills created (30xp)
114 seconds (228xp)

3 vills arive at 144 seconds
26 seconds sooner (+78vs)
84 seconds dancing (-84vs)

Its not a big difference, but it's not likely that i'll be able to get that kind of precision in game.


NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com

[This message has been edited by Flammifer (edited 10-05-2006 @ 06:55 PM).]

posted 10-05-06 07:25 PM EDT (US)     2 / 28  
Great stuff Flammifer

Just moving to GD so the links wont get screwed up on the news when the forums are merged


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[][][][][][][][][][] Stonewall J [][][][][][][][][][][]
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posted 10-05-06 07:26 PM EDT (US)     3 / 28  
eh wha? let me clean it up then....

okay, that'll do for now


NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com

[This message has been edited by Flammifer (edited 10-05-2006 @ 07:39 PM).]

posted 10-05-06 08:42 PM EDT (US)     4 / 28  
i think it's almost accurate coz with 25 dancers the production bonus is 268%, so the number flamier gave us is more liekly rouned up one
posted 10-05-06 09:02 PM EDT (US)     5 / 28  
Personally, I like the saloon myself...when I played germans...I made a bunch of doppels...raided with uhlans, and then sent like...10 pistleros...and killed his whole town (with pikemen and landschnekt(?) It was also on HARD difficulty...

-blake : )

AENNA are a cheap unit though, and can be upgraded at the firepit, as well as the 500 age up tomahawk...and travois builders...


Supporter of Gay Marriage.
posted 10-05-06 10:18 PM EDT (US)     6 / 28  
I love the firepit. ES has really kept RTS fresh. My applause to whomever implemented this idea.

"The lembas had a virtue without which they would long ago have lain down to die. . . . this waybread of the Elves had a potency that increased as travelers relied on it alone and did not mingle it with other foods. It fed the will, and it gave strength to endure, and to master sinew and limb beyond the measure of mortal kind."

• "The Lord of the Rings: The Return of the King" by J.R.R. Tolkien

• Hit 2100+ cuetech rating on Sunday, April 17th, 2006

posted 10-05-06 11:22 PM EDT (US)     7 / 28  
I think the travois firepit dance will play a key role in tansferring villigers from mines and hunts to plantations and mills. I've been playing around with it and can get the travois out pretty quickly if you change dances when you're about to run out. Almost no lost time in the change over.
posted 10-06-06 00:09 AM EDT (US)     8 / 28  
Does the faster unit production affect the build speed of vills?

PNY VERTO 6600 GT AGP 8X.........................149.99
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Playing AOE3.........................................Priceless!!!
posted 10-06-06 01:04 AM EDT (US)     9 / 28  
yes it does

My initial numbers indicate that it would take several minute to pay off. I'll finish up the calculations later.


NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com
posted 10-06-06 02:47 AM EDT (US)     10 / 28  
i think the dance increase unit damage doesnt work :-S
posted 10-06-06 09:26 AM EDT (US)     11 / 28  
The xp rate of 0.5 xp per villager isnt correct, cause with 25 villagers it's 14 xp per second. that would make it 0.56 xp per villager, but with 24 its also 14 xp, so i think it it is always rounded down... not absolutely sure though, it could also be irrational
posted 10-06-06 11:26 AM EDT (US)     12 / 28  
yes, more data is needed, all the way to 25 to really be sure about things. My experience is that numbers are most likely truncated.

A quick check to see what happens when you use the production dance to speed up the creation of a single villager and then send all villagers back to work gave me an interesting result. The number of villagers you have to create to after the dance to have the same number of villager seconds that you would if you hadn't used the dance, is the number of dancers +10.

n - villagers to create before breaking even
d - number of dancers
p - (dance production time)/(normal production time)


p = 1/(1+.1*d)

n = d/(1-1/(1+.1*d)) = d+10


NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com

[This message has been edited by Flammifer (edited 10-06-2006 @ 02:30 PM).]

posted 10-06-06 04:50 PM EDT (US)     13 / 28  
So what then would be the most *efficient* number of dancers. Such as the number in which you derive the most benefit without a huge cost to your economy etc.?

Reizil

ESO2 name: Reizil- Major as of 7/8/06
Current Civs:Mostly Dutch but dink around with Spanish

posted 10-06-06 05:03 PM EDT (US)     14 / 28  
Just calculated it with excel. Results were that when 19 settler were made (with dance) they were bit behind in settler seconds, when 20th settler was produced they had a bit more VS. So it is correct
posted 10-06-06 05:31 PM EDT (US)     15 / 28  
Using 25 vills dancing the fire pit produced a travois every 11 secs, I work this out to be 275 dancer seconds, but if you only have 1 vill dancing it is 340 secs.

[This message has been edited by Strokey Blofeld (edited 10-06-2006 @ 08:26 PM).]

posted 10-06-06 09:08 PM EDT (US)     16 / 28  
ONE TRAVOIS EVERY 11 SECOND IS INSANE.

Yes. That's super boom posibility right there. 25 x 11 = 275 VS. That means plantations that only cost 275 VS. That is great. (I think that travois can make plantations.)


~·························································~
ESO: F1RÉ_FLÝ
~·························································~
posted 10-07-06 00:06 AM EDT (US)     17 / 28  
I think there's also a water dance that increasese the HP of boats or something like that. You can enable it from the HC.
posted 10-07-06 00:14 AM EDT (US)     18 / 28  
Forget Travois dance. The Gift Dance (faster XP generation) is crazy. You just get flooded with shipments.

"One wants to be loved, failing that admired, failing that feared, failing that hated and despised. One wants to instill in other people some form of emotion. The soul shudders before emptiness and wants contact, no matter the cost."
posted 10-07-06 04:31 AM EDT (US)     19 / 28  
gift dance gives 0.5 persecond, it is slower than every resource. having vils chop wood and get TP seems to be much better.

that way you can save travois for soemthing else, like a war hut.

use fire pit to make travois seems to be the best deal, plantation worth 800 wood, foundry worth 300, it takes much less time to creat a travois.

posted 10-07-06 06:31 AM EDT (US)     20 / 28  
gift dance is exactly the same as merchantalism, only natives dont get it all at once
posted 10-07-06 04:11 PM EDT (US)     21 / 28  
I finaly got around to actually extracting the game files and looking at the equations. Each dance has three numbers associated with it.

ModifyBase, 1 for % changes and such, 0 for units that are spawned.
ModifyMultiplier & ModifyExponent, self explainitory when you realized the actuall form of the equations is y(d)=A*d^B Simple enough, eh? It looks nearly linear as B approaches 1. Anyhow, here's the summary. There looks to be yet one more number for the unit spawning dances but the equations are now much more accurate.

Production - 0.08*d^1.02
XP - 0.2*d^1.05 (the base value is 2xp/sec)
WC hp - 0.02*d^1.01
unit dmg - 0.007*d^1.005
building hp - 0.04*d^1.025
building atk - 0.02*d^1.0125
travois ~ 586 * (0.58*d^1.03)
warriors ~ 780 * (0.065*d^1.03)
healers ~ 3230 * (0.065*d^1.03)


<action>
<name>VillagerTrainFaster</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>Training</dancebonustype>
<modifyabstracttype>Unit</modifyabstracttype>
<modifymultiplier>0.08</modifymultiplier>
<modifyexponent>1.020</modifyexponent>
<modifybase>1.0</modifybase>
</action>
<action>
<name>XPTrickleIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>XPTrickle</dancebonustype>
<modifymultiplier>0.2</modifymultiplier>
<modifyexponent>1.05</modifyexponent>
<modifybase>1.0</modifybase>
</action>
<action>
<name>GatherRateIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>Gathering</dancebonustype>
<modifymultiplier>0.05</modifymultiplier>
<modifyexponent>1.0</modifyexponent>
<modifybase>1.0</modifybase>
</action>
<action>
<name>BuildingHitpointIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Building</modifyabstracttype>
<modifymultiplier>0.04</modifymultiplier>
<modifyexponent>1.025</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>MaxHP</modifytype>
</action>
<action>
<name>BuildingDamageIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Building</modifyabstracttype>
<modifymultiplier>0.02</modifymultiplier>
<modifyexponent>1.0125</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>Damage</modifytype>
</action>
<action>
<name>ShipHitpointIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Ship</modifyabstracttype>
<modifymultiplier>0.03</modifymultiplier>
<modifyexponent>1.0075</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>MaxHP</modifytype>
</action>
<action>
<name>ShipDamageIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Ship</modifyabstracttype>
<modifymultiplier>0.01</modifymultiplier>
<modifyexponent>1.0075</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>Damage</modifytype>
</action>
<action>
<name>SpawnWarrior</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpWarrior</modifyprotoid>
<modifymultiplier>0.020</modifymultiplier>
<modifyexponent>1.02</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnTravois</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpBuilder</modifyprotoid>
<modifymultiplier>0.058</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnIroquoisDude</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>MercNinja</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>IncreasePopCap</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>PopCap</dancebonustype>
<modifymultiplier>1.0</modifymultiplier>
<modifyexponent>1.0</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>RegenAllUnits</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>Regeneration</dancebonustype>
<modifyabstracttype>Unit</modifyabstracttype>
<modifymultiplier>0.3</modifymultiplier>
<modifyexponent>1.055</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnAztecDude</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpSkullKnight</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnSiouxDude</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpDogSoldier</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnWarChief</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>WarChiefRansom</dancebonustype>
<modifyprotoid>xpIroquoisWarChief</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnLakotaWarChief</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>WarChiefRansom</dancebonustype>
<modifyprotoid>xpLakotaWarChief</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnAztecWarChief</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>WarChiefRansom</dancebonustype>
<modifyprotoid>xpAztecWarChief</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>HeroHitpointIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Hero</modifyabstracttype>
<modifymultiplier>0.02</modifymultiplier>
<modifyexponent>1.01</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>MaxHP</modifytype>
</action>
<action>
<name>SpawnMedicineMan</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpMedicineMan</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SpawnMedicineManAztec</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitSpawn</dancebonustype>
<modifyprotoid>xpMedicineManAztec</modifyprotoid>
<modifymultiplier>0.065</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>0.0</modifybase>
</action>
<action>
<name>SiegeDamageIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Unit</modifyabstracttype>
<modifymultiplier>0.045</modifymultiplier>
<modifyexponent>1.03</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>SiegeDamage</modifytype>
</action>
<action>
<name>UnitDamageIncrease</name>
<type>DanceBonus</type>
<active>1</active>
<persistent>1</persistent>
<dancebonustype>UnitModification</dancebonustype>
<modifyabstracttype>Unit</modifyabstracttype>
<modifymultiplier>0.007</modifymultiplier>
<modifyexponent>1.005</modifyexponent>
<modifybase>1.0</modifybase>
<modifytype>UnitDamage</modifytype>
</action>

NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com

[This message has been edited by Flammifer (edited 10-07-2006 @ 04:23 PM).]

posted 10-07-06 04:58 PM EDT (US)     22 / 28  
Can we have that in Elglish plz?
Travois dance looks a bit OP, actually- surely a builder unit every 11 seconds is too much? Even with only enough vills to make it, say 40 seconds, it's still a lot.

I won a thread!
CROSS REMOVED BY REQUEST OF MODS
Blood weighs more than tears.
posted 10-09-06 07:49 AM EDT (US)     23 / 28  
firstly thanks flammifer for the effort you've put into this. unfortuantely as my maths leaves a bit to be desired these equations (as precise as they may be) are way over my head.

i'd like to get some evaluation on each of the dances so i can make a decision about at what stage of the game a firepit may be worthwhile and the dances worth employing. i'll kick it off with some very subjective thoughts but if you or anyone could confirm/deny with figures and comparisons that would be most appreciated.

Gift Dance - increases the XP trickle - my gut feel is that keeping the vills on wood and building a TP would be a more efficient way of generating XP especially as time moves on as the vills can be used for other things (i've no numbers to back that up). i would see this as more of a 'default' dance option if no other dances were useful at the time and you didnt want to move your vills off.

Founder Dance (Iroquois Only) - produces additional Travois units - Assuming 25 vills producing a travois every 11 secs. If these vills were on wood they could collect unupgraded:

25 vills x 11secs x 0.5 wood = 137.5 wood

Therefore this is useful if the travios are used to build a building that costs more than 137.5 wood and hence using them to churn out houses would not be very efficient. Far more effective for farms and plantations but we're really only talking age3 onwards.

Holy Dance - spawns medicine men - can medicine men be produced through conventional means? If not then not sure how to cost compare these.

Fertility Dance - faster training - am i right in saying this effects military units as well as vills? if so i can't see any real benefit unless you've just lost a decent amount of troops and need to rebuild quickly. but i would guess simply having more military buildings would be just as effective.

Town Dance - increases building hitpoints - cant see any use in this unless your base is getting hammered in which case you're probably in deep trouble anyway.

Alarm Dance - spawns warriors for defence (lose hitpoints over time) - seems reasonable although the fact that your dancers are exposed whilst the enemy is attacking your base may be a problem. perhaps an argument to build your firepit well away or at least a reasonable distance behind your TC?

War Chief Dance - increases your WarChief's hitpoints - can see advantages whilst treasure hunting or escaping attack but limited otherwise.

War Dance - increases the damage your units do - assuming 25 vills = +18% damage (is this correct?). seems quite good if you're involved in a reasonable size battle so perhaps of greater beneift as the game goes on.

again all the above is very subjective but to me it's pointing to firepits not being beneficial until later in the game.

thoughts anyone?

posted 10-09-06 09:30 AM EDT (US)     24 / 28  
The exponents greater than 1 mean that it is always more effective to have more dancers. The equations for dances that spawn units are still slightly off.

Production
new production time = base production time / (1 + 0.08*d^1.02)

XP
XP rate = 0.4*d^1.05

WC hp
percentage increase = 0.02*d^1.01

unit dmg
percentage increase = 0.007*d^1.005

building hp
percentage increase = 0.04*d^1.025

building atk
percentage increase = 0.02*d^1.0125

travois
time to produce 1 travois = 586 * (0.58*d^1.03)

warriors
time to produce 1 warrior= 780 * (0.065*d^1.03)

healers
time to produce 1 healer = 3230 * (0.065*d^1.03)


NerVe Clan
SMF AoE3 Recorded Game Data Mod
icq: 118526591 «¦¤¦» msn: theflammifer@hotmail.com
posted 10-12-06 12:03 PM EDT (US)     25 / 28  
So if I understand correctly what you're saying is when you pick a dance each additional dancer adds relatively more than the last. So max out on 25 if you can.

Ok, what I'm also interested in (and I realise this may be quite subjective) is which dances are realistically going to be beneficial and if so at what stage in the game?

My initial thoughts are the firepit may not be that useful early in the game but does anyone have any opinions to the contrary?

posted 10-12-06 12:23 PM EDT (US)     26 / 28  
Some additional tips to help y'all.

1) Medicine men cannot be trained from any building. Your only source are shipments or the firepit. Or I guess allying with an appropriate minor native, or hoping someone sends tema surgeons, etc.

2) the war chief dance is also the dance which resurrects the guy, so you'll probably need to do it on occasion.

3) it seems to us that the XP dance becomes more useful when you consider that there is more 2nd age action.

4) don't forget the water dance. It's available in the same way as the town dance (i.e., a shipment).

5) the Aztecs benefit from a firepit earlier than the other natives, because they start with a warrior priest, who can dance. So putting him on the pit doesn't cost VS, only wood (to build the pit). The other civs may or may not benefit from very early dancing.

6) for all the dances except the Iroquois Earth dance, the more dancers you have, the better the dance gets.

posted 10-17-06 07:06 PM EDT (US)     27 / 28  
Flammifer, for the travois thing isn't it:
travois ~ 586 * (0.58 / d^1.03)

other wise as the number of dancers increases, the longer it takes for the travois to come out.


Previously known as MoNo Ager
posted 10-17-06 07:15 PM EDT (US)     28 / 28  
Fire Pits Are acctually Good for Native Villagers So they wont get bored.
Age of Empires III Heaven » Forums » General and Strategy Discussions » Fire Pit, some initial numbers
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