A lot of workk has already gone in determining Colonization1 resource output, but there are still lots of questions / uncertainties.
This page is intended to collect data about Col1 resource output and find the underlying formulae so it can be implemented in the freecol code.
This is a wiki, feel free to make on-topic edits.
1. Testing Method
This will be a lot of work and we should aim for a testing method that can easily be reproduced/verified by others.
2. output modifiers
Col1 has these resource modifiers :
Modifier | comes from | type |
---|---|---|
base terrain value | terrain | additive |
bonus resource | terrain | additive / multiplier |
river bonus | terrain | additive |
road bonus | player added | additive |
plowed bonus | player added | additive |
rebel bonus | colony | additive |
goods party bonus | colony | decreasing percentage, prob additive |
colonist skill level | colonist type | additive / multiplier |
colonist type : criminal,servant, colonist, expert/master, convert
Note : for outdoors production we can ignore criminals and servants
freecol implements all these bonuses, but there are questions/uncertainties about them.
For additive bonuses the applying order doesn't matter, for multiplier ones it DOES.
3. Col1 colopedia data usability
Colopedia data accuracy is questionable.
At best it is a highly simpiflied version of the formulae we're after.
It can function as a starting point but needs Col1 ingame verification.
4. Difficulty Level
Freecol has a difficulty setting other > tile production that goes like this :
Level | tile production |
---|---|
Very easy | Very high |
Easy | High |
Medium | Medium |
Hard | Low |
Very hard | Very low |
The tile production setting is linked 1on1 to the freecol difficulty levels (data/rules/classic/specification.xml) .
techhnically it can be used for any tile, but currently it's only used for colony tiles.
ML thread
In general all tests we do should be at Col1 discovery level.
I feel that to start we should focus on modifiers that will affect all production.
That means for now we'll ignore rebel bonus and goods party bonus.
The data for the tables should be filled from colonies with no rebel bonus and no goods party bonus at discovery level.
Below is an empty table, we should make such a table for every product for every terrain.
Not all tables will need these 16 lines, f.e. mountains can't be plowed and have no rivers,
forests can't be plowed without changing to their non-forested terrain.
Bonus resource | Road | river | plowed | free colonist | convert | expert/master |
---|---|---|---|---|---|---|
not | not | not | not | |||
not | not | not | yes | |||
not | not | yes | not | |||
not | not | yes | yes | |||
not | yes | not | not | |||
not | yes | not | yes | |||
not | yes | yes | not | |||
not | yes | yes | yes | |||
yes | not | not | not | |||
yes | not | not | yes | |||
yes | not | yes | not | |||
yes | not | yes | yes | |||
yes | yes | not | not | |||
yes | yes | not | yes | |||
yes | yes | yes | not | |||
yes | yes | yes | yes |
1. plowable
2. Forested
3. Other
1. colonist skill with x2 multiplier
freecol currently does not apply the x2 expert/master bonus to the road bonus.
There is evidence that Col1 v3 does, but this needs to be verified.
2. bonus resources with x2 multiplier
When does freecol apply this bonus ?
How does Col1 do it ?
2. Minerals
The mineral bonus resource in Col1 gives bonuses to multiple products.
freecol currently only applies the ore and silver bonus part of minerals.
There is evidence that several of the output modifiers don't apply to the mineral bonus, but we need much more data.
3. Difficulty level
verify Col1 resource output at discoverer level against viceroy level
Here will be my constantly updated/editable notes, if you do not mind.
Nope, it does not work for us. "Error 403 Edit access required".
2-1. About Expert bonus:
1) Expert bonus is always applicable to the base tile outcome (addition or multiplier / depending on resource).
2) Bonus resources. Some (Oasis, Fish) provide additional bonus to Experts. Example - Oasis +2 (+4 for an Expert). Some provide the bonus at a flat rate (Tobacco, Beaver) does not matter Expert or Colonist is in the tile). Example - Tobacco x2 (for everyone).
3) It looks like expert bonus is NOT applicable to roads, rivers, coast and plows.
I just have checked in Col1:
Have a Conifer tile with Road.
Colonist gives 8 (6+2) woods.
Expert gives 14 (6*2 +2) woods on the same tile.
(For conifer forest tile wood outcome is 6, if Exp x2, Road/River +2 for each).
Last edit: Evgeny 2014-01-05
evgeny, in BR#2629 i posted results about silver production on mountains.
the results i got only make sense if expert bonus is applicable to road bonus.
Your results indicate expert x2 bonus is applied differently depending on product and/or terrain.
It does look like we'll have to check every terrain for every product.
Maybe you could ask mike pope if you can get edit access ?
General Note :
there are problems editing this page, i've submitted a bug to sourceforge https://sourceforge.net/p/forge/site-support/6448/ .
Until the problem is solved, we'll use :
https://sourceforge.net/p/freecol/wiki/WWC1D%20-%20resource%20output%20v2/