Gold Per Village

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Gold Per Village

Post by Free » April 19th, 2007, 10:16 pm

Recently I noticed something about Gold Per Village values.

If you recruit at least level 1 unit with 2 GPV settings, shouldn't you get 2 gold for every village you have each turn? I've always thought that this was the case...

I've noticed that if you do this you will actually get 3 GPV. If you don't recruit any level 1 units, you're villages are worth 2—like I thought it should be.

I decided to test GPV values with a 1vs1 Blitz game against myself. This just baffled me even more because the GPV began to shift somewhat randomly. I even had the first team step onto a village and find out that it was worth 1 gold for them. Then team 2 stole it two turns later and and found out it was worth 2 for them! What?

~Also, I've recently experienced receiving 102 starting gold for 2nd, 3rd, 4th, etc. players.

I'm a little confused about this. I've played this game for over a year—Was the GPV always this way and I just never noticed? :oops:

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Post by Chris NS » April 19th, 2007, 10:31 pm

It depends how many units you are maintaining. Units (except loyal units) cost a gold per level per turn to maintain. Each village contibutes one gold towards maintenance as well as actual income. If you have many troops and few villages, you will see your net income rise by GPV+1 because it reduces your maintenance costs by one as well as providing income. If you have few troops and many villages, taking a village will only raise your income by GPV because your villages are already fully maintaining your troops and the extra village cannot reduce maintenance costs below zero.

Hope this makes sense.

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Post by Velensk » April 19th, 2007, 10:59 pm

Another point- you start at +2 income

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Post by Free » April 19th, 2007, 11:32 pm

Okay, thanks. Now I understand a lot better. :)

But I still don't understand why in a game players would start with 102 gold. They get +2 income every other turn, but shouldn't they start with 100 gold? I have a 6P save game of this situation—I'm probably just being dumb again, though.

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Post by Mist » April 20th, 2007, 12:03 am

The game host might accidentaly move starting gold slider a bit to the right, thus giving people 2gp more on start.
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Post by Ultimatum479 » April 20th, 2007, 12:19 am

Don't think that's possible, is it? I've only seen the starting gold settings work by 25s.

Yeah, villages lower your upkeep costs by one in addition to giving you GPV per turn.

Can you post that save game?
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Post by Free » April 20th, 2007, 3:27 am

Okay, here it is. I created this game too, as I was just testing one of my new maps out, I noticed the strange starting gold. The side that the save starts on is side 4 and if you end turn, you can see that sides 5 and 6 have 102 as well. According the gold values of sides 2 and 3, they began with 102 also, but not side 1. :?
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Post by Free » April 23rd, 2007, 10:52 pm

Any ideas?

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Post by Sapient » April 24th, 2007, 2:59 am

Calculating income is supposed to be a mathematical Gordian Knot; it's part of a secret plot to ward off the newbies. :wink:

To be honest I still don't understand the formula. It could be as you say, a bug, for all I know. "Looks like your skills saved us again. Uh, well at least, they saved Soarin's apple pie."

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Post by commanderkeen » April 24th, 2007, 6:06 am

Well, side 1 starts so they don't get the +2 gold, and then the other player's turns are treated like normal turns, so they get their gold income. Or at least that's what I think. I didn't look at the save.

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