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{{Spoiler}}
{{Spoiler}}
 
{{Version|23.74}}
== Housing: Visitors / Publicity / Attractiveness ==
== Housing: Visitors / Publicity / Attractiveness ==
This is (TENATIVELY) the code block that determines the amount of visitors that visit a settlement and the type of visitors that visit.
This is the section dedicated to understanding the amount of visitors that come to visit your settlement.


{| class="wikitable sortable mw-collapsible"
{| class="wikitable sortable mw-collapsible"
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** A number of visitors will arrive.  '''This number is: [3 + Land lvl + Your Land's Attractiveness / 5 + Publicity / 2 + 20<sup>^</sup>] *  ((100 + Your Land's Attractiveness + 200<sup>^^</sup>) / 100) * (100 + sqrt(Tourist Safety lvl * 3) / 100)'''
** A number of visitors will arrive.  '''This number is: [3 + Land lvl + Your Land's Attractiveness / 5 + Publicity / 2 + 20<sup>^</sup>] *  ((100 + Your Land's Attractiveness + 200<sup>^^</sup>) / 100) * (100 + sqrt(Tourist Safety lvl * 3) / 100)'''
** Then if the policy of Celebrity's Heaven is active and the sqrt(Celebrity's Heaven lvl / 2) + 5 is greater than or equal to a random number from 1-100 THEN
** Then if the policy of Celebrity's Heaven is active and the sqrt(Celebrity's Heaven lvl / 2) + 5 is greater than or equal to a random number from 1-100 THEN
** Wealthy visitors are generated based on the Danger Level of the zone.
** Wealthy visitors are generated based on the Danger Level of the zone. The higher the Danger Level of the zone, the higher the level of the tourists, ergo the more money they bring with them.  Therefore it is actually beneficial to turn on the "Demonic Invocation" policy to maximize gains. On another note: It may be beneficial to turn on Nocturnal Life, as it is believed that the visitors and therefore the profit from visitors are generated hourly.^^^
* If you do not have the Mother Prohibited Zone policy active, mothers can spawn.
* If you do not have the Mother Prohibited Zone policy active, mothers can spawn.
** Each visitor gets an allowance of their Character Level * 100. If they are wealthy its: Character Level * 1000.
** Each visitor gets an allowance of their Character Level * 100. If they are wealthy its: Character Level * 1000.
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^^<sup>Currently unsure if this is 200 or 20</sup>
^^<sup>Currently unsure if this is 200 or 20</sup>
^^^<sup>Not tested yet.</sup>


It is highly advisable to make a settlement for Inns / Tourism in a Snowy Biome with an Ancient Ruin.
It is highly advisable to make a settlement for Inns / Tourism in a Snowy Biome with an Ancient Ruin.
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== Housing: Taxes ==
== Housing: Taxes ==
This is the section dedicated to understanding the amount of profit generated when assigning taxes  to your own residents.
{| class="wikitable sortable mw-collapsible"
{| class="wikitable sortable mw-collapsible"
|+
|+
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*** If wealthy: (50 + resident level * 2) * base tax percentage% * hobby tax standard%.
*** If wealthy: (50 + resident level * 2) * base tax percentage% * hobby tax standard%.
*** If not wealthy: (10 + resident level * 2) * base tax percentage% * hobby tax standard%.
*** If not wealthy: (10 + resident level * 2) * base tax percentage% * hobby tax standard%.
**** For example, a wealthy citizen of lv 5, whose hobby is reading and the resident tax policy level is 9, his tax is (50 + 2 * 5)* 120% * 65% = 46.8.
**** For example, a wealthy citizen of lv 5, whose hobby is reading and the resident tax policy level is 9, his tax is (50 + 5 * 2 )* 65% (base tax %) * 120% (reading's tax rate) = 46.8.


** Now we go to the policies.
* Now we go to the policies.
*** If wealthy & wealthy tax activated:
** If wealthy & wealthy tax activated:
**** the overall tax is modified by (150 + sqrt of wealthy tax policy lvl * 5)%.
*** the overall tax is modified by (150 + sqrt of wealthy tax policy lvl * 5)%.
*** If faith tax is activated:
** If faith tax is activated:
**** the overall tax is modified by +(80 + sqrt of faith tax policy lvl) * Faith tax rate%.
*** the overall tax is modified by +(80 + sqrt of faith tax policy lvl) * Faith tax rate%.
***** The faith tax rate is different for each religion. Eyth of void: 500%. Ehekatl of luck: 300%, The lowest is Yakasha of Oblivion: 0%, and Lulwy of Wind: 25%.
**** The faith tax rate is different for each religion. Eyth of void: 500%. Ehekatl of luck: 300%, The lowest is Yakasha of Oblivion: 0%, and Lulwy of Wind: 25%.
** Finally, this tax rate is penalized for lack of efficiency or not in tax free land.
** Finally, this tax rate is penalized for lack of efficiency or not in tax free land.
*** '''If your land is not tax free, all resident tax will be penalized by 90%!'''
*** '''If your land is not tax free, all resident tax will be penalized by 90%!'''
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== Housing: Innkeeping ==
== Housing: Innkeeping ==
{| class="wikitable"
This is the section dedicated to understanding the amount of profit generated when assigning beds to guests.
{| class="wikitable sortable mw-collapsible"
|+
|+
!Value#
!Value#
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IF the Traveler's Inn policy is active, then Num4 = Num4 * ( 100 + Num3 ) / 100  
IF the Traveler's Inn policy is active, then Num4 = Num4 * ( 100 + Num3 ) / 100  


num4 = the min of ( num4 or ( sqrt (This.Worth<sup>^^</sup>) / 15) + 5)  
Num4 = the min of ( num4 or ( sqrt (This.Worth<sup>^^</sup>) / 15) + 5)  


The income from your Inn in total is now num4 / 2 rounded down * 2
The income is equal to: Num4 + a random number between (1 - Num4 / 2) + a random number between (1 - Num4 / 2)


^<sup>This number is a value currently hidden without the use of mods to detect it.</sup>
^<sup>This number is a value currently hidden without the use of mods to detect it.</sup>
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