Shoujin
New member
- Joined
- Jul 5, 2012
- Messages
- 15
Has anyone else been working on this section of data points? Nearest I can tell, the data points are loosely structured for free will jobs (since disciple are pretty much clear cut).
Theorized Column Data Info:
After the Job Name...
1. Job Type?/Info for GUI tracking? - Don't edit this, since these are pretty uniform numbers
2. Unsure (Minimum Population? In Percentage for Actor Base? In total people?)
3. Job Priority? - I don't recommend editing this.
4. Yet Another Uniform Data Point - Pretty sure on this one.
Now for the fun stuff I did mess around with, but needs more testing.
5. Either Minimum Percentage to Choose Job OR Minimum Population Percentage (first one seems more likely)
6. Maximum Percentage to Choose Job OR Maximum Population Percentage (Likely Linked to 5)
7 - 9. I have a feeling that these are how quickly and how often villagers change their minds about their jobs once they finish their assigned task (most job changes occur at the storehouse)
This is just a working theory, and the information to back it up is a loose string of tests.
Test 1:
Reducing Data Points 2, 5 & 6 to 0
Test Population: 58 people
Test Length: 15 minutes
Results: Inconclusive
Details: Working out the data points, I managed to figure out which ones seemed pretty uniform and which ones were not. The double and triple digit column pretty much sang out to me, so I edited those to nothing to remove foresters from the equation. What I got was a confusing mess - foresters were still present, according to the GUI, but the "Personal Info" about the villagers (S key) was saying there was no foresters once they had finished their jobs and move on to a new field.
Test 2:
Reset and Reduce Data Points 5 & 6 to 5% Population (assumed)
Test Population: 58-78 people
Test Length: 30 minutes
Results: High Probability of Accurate Information
Details: Second test was a lot more revealing that columns 5 & 6 were a measure of control of villagers free will data points. As soon as those data points were altered, much of the free will foresting that plagued my city was reduced to a small section of the population (4-5 people). I was pretty pleased with the results, but figured the best way to ultimately test this theory was to go further and see about making the population more willing to worship.
Test 3:
Reset, Change WORSHIPPER Data Points 5 & 6 to 100% and Reduce all other actual jobs to 0% (CHILD, RETIRED and SHOPKEEPER excluded from test)
Test Population: 58+ people
Test Length: 15 - 25 minutes
Results: Revealing, if not confusing
Details: This was the most revealing test that some villagers will absolutely refuse to change jobs, even if shaken over and over again. Most of the population was highly receptive to changing their jobs and quickly went from whatever job they were doing to worshiping at my Siren Wonder or Altar. This turned my worshipper base from 2 to 23 in less then a minute, however, that meant only half the population was willing to change their jobs. Mostly, farmers, refiners and about half of the unemployed refused to alter their behaviour (I include the bar man in unemployed, to be honest). This presented the idea that either there's an actor base limit, to make the town look active, or that there's a "I'm stuck to this job and you can't make me leave it" data point hidden amongst the pack.
Test 4:
Keep Changes and alter data points 7, 8 & 9 to 0 for all other jobs except WORSHIPPER (excluding CHILD, RETIRED and SHOPKEEPER)
Test Population: 200+ people
Test Length: 10 minutes
Results: Headache inducing last test
Details: If anything, editing columns 7, 8 and 9 is the worst thing a person can do to their follower base because I think it pretty much controls how likely a follower will want to change their job. The Proof: A population of 200+ people all stuck in the same job indefinitely. Not a single follower changed their job after the edit, which meant that while the data revealed that messing with those columns was a bad idea in the first place, it is important to the populations free will and needs testing.
End the tests!
I got so tired of messing with those data points that I shut off B&W2 for the rest of the night and reset the data points back to normal. I have to say, I'm still confused by the information and not 100% sure if this works as planned. Also, another thing noticed of minor significance: Editing the values will also stop all enemy followers from doing their jobs and just linger around if messed with too much. So, exercise extreme caution when editing these values. If someone can confirm or fix the gaping errors in my logic, feel free to do so - I just want to stop the overfilling of my storehouses with lumber without having to kill foresters or Torchwood.
Code:
| 1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9
FORESTER | 5 | 20 | 1 | 0.01 | 60 | 100 | 0.7 | 0.8 | 0.8
Theorized Column Data Info:
After the Job Name...
1. Job Type?/Info for GUI tracking? - Don't edit this, since these are pretty uniform numbers
2. Unsure (Minimum Population? In Percentage for Actor Base? In total people?)
3. Job Priority? - I don't recommend editing this.
4. Yet Another Uniform Data Point - Pretty sure on this one.
Now for the fun stuff I did mess around with, but needs more testing.
5. Either Minimum Percentage to Choose Job OR Minimum Population Percentage (first one seems more likely)
6. Maximum Percentage to Choose Job OR Maximum Population Percentage (Likely Linked to 5)
7 - 9. I have a feeling that these are how quickly and how often villagers change their minds about their jobs once they finish their assigned task (most job changes occur at the storehouse)
This is just a working theory, and the information to back it up is a loose string of tests.
Test 1:
Reducing Data Points 2, 5 & 6 to 0
Test Population: 58 people
Test Length: 15 minutes
Results: Inconclusive
Details: Working out the data points, I managed to figure out which ones seemed pretty uniform and which ones were not. The double and triple digit column pretty much sang out to me, so I edited those to nothing to remove foresters from the equation. What I got was a confusing mess - foresters were still present, according to the GUI, but the "Personal Info" about the villagers (S key) was saying there was no foresters once they had finished their jobs and move on to a new field.
Test 2:
Reset and Reduce Data Points 5 & 6 to 5% Population (assumed)
Test Population: 58-78 people
Test Length: 30 minutes
Results: High Probability of Accurate Information
Details: Second test was a lot more revealing that columns 5 & 6 were a measure of control of villagers free will data points. As soon as those data points were altered, much of the free will foresting that plagued my city was reduced to a small section of the population (4-5 people). I was pretty pleased with the results, but figured the best way to ultimately test this theory was to go further and see about making the population more willing to worship.
Test 3:
Reset, Change WORSHIPPER Data Points 5 & 6 to 100% and Reduce all other actual jobs to 0% (CHILD, RETIRED and SHOPKEEPER excluded from test)
Test Population: 58+ people
Test Length: 15 - 25 minutes
Results: Revealing, if not confusing
Details: This was the most revealing test that some villagers will absolutely refuse to change jobs, even if shaken over and over again. Most of the population was highly receptive to changing their jobs and quickly went from whatever job they were doing to worshiping at my Siren Wonder or Altar. This turned my worshipper base from 2 to 23 in less then a minute, however, that meant only half the population was willing to change their jobs. Mostly, farmers, refiners and about half of the unemployed refused to alter their behaviour (I include the bar man in unemployed, to be honest). This presented the idea that either there's an actor base limit, to make the town look active, or that there's a "I'm stuck to this job and you can't make me leave it" data point hidden amongst the pack.
Test 4:
Keep Changes and alter data points 7, 8 & 9 to 0 for all other jobs except WORSHIPPER (excluding CHILD, RETIRED and SHOPKEEPER)
Test Population: 200+ people
Test Length: 10 minutes
Results: Headache inducing last test
Details: If anything, editing columns 7, 8 and 9 is the worst thing a person can do to their follower base because I think it pretty much controls how likely a follower will want to change their job. The Proof: A population of 200+ people all stuck in the same job indefinitely. Not a single follower changed their job after the edit, which meant that while the data revealed that messing with those columns was a bad idea in the first place, it is important to the populations free will and needs testing.
End the tests!
I got so tired of messing with those data points that I shut off B&W2 for the rest of the night and reset the data points back to normal. I have to say, I'm still confused by the information and not 100% sure if this works as planned. Also, another thing noticed of minor significance: Editing the values will also stop all enemy followers from doing their jobs and just linger around if messed with too much. So, exercise extreme caution when editing these values. If someone can confirm or fix the gaping errors in my logic, feel free to do so - I just want to stop the overfilling of my storehouses with lumber without having to kill foresters or Torchwood.