The Supplemental SheetThere are a few errors and many things left out in the AOE manual and tech tree foldout. The most important of those things are covered on this page.
Tech tree fouldout corrections
F11 is a hot key to see the game time and speed. The 1.0 speed is slow, 1.5 fast and 2.0 very fast. The game time is not same as real time, as it depends on game speed and connections (if multiplayer game).
F4 is same as clicking
- IMPORTANT: Cavalry has no +5 attack bonus vs academy units.
- Damage caused by units to buildings is divided by 5. Before the division stone throwing units are added 140 attack points against buildings and walls and 50 against towers. Walls and towers have piercing armor of 3 to 4 against missile weapons.
- The Phoenician tribe has a +2 woodcutting bonus
- All the production bonuses increase the gathering rate in addition to increasing the carrying capacity of the villagers. As an example, adding all three woodcutting upgrades doubles the wood gathering rate, while the carrying capacity only increases 60%.
- Chariots and chariot archers are 8 times as difficult to convert as other units.
- Jihad has very dramatic effects on villagers:
- -8 Carry Capacity
- +7 Attack Damage
- +40 Hit Points
- +0.3 Speed
- Siegecraft adds villagers attack strength against walls and towers like this:
- +80 Attack .vs. walls (remember to divide by 5 to get actual damage of walls)
- +40 Attack .vs. towers (remember to divide by 5 to get actual damage of towers)
Sim Mayor's calculation about conversion was incorrect, though. "If a priest
can convert normal units with probability of 30%, for chariots its only about
4%!". He refers to the probability of converting a unit within a given amount of time. Warning, much math is coming now ;)
You have to look at the probability that a unit is not converted during n time intervals, which is (1-p)n, p being the "conversion probability". Obviously, this value approaches zero for larger n, but never actually gets zero, so it might (theoretically) take an infinite amount of time to convert a unit.
So what you have to take as a measure is the average conversion time, which is
int(t * P[X=t], t=0..infinity) = int(t* (1-p)t, t=0..infinity) (weighted average)
and compare the resulting t's. Since we have nifty programs like MAPLE today, we do not have to solve this ourselves :)
The ratio between the average conversion times for normal units and chariots is
int(t* (1-p1)**t, t=0..infinity)/int(t* (1-p2)**t, t=0..infinity);
which is 7.14 for p1=0.3 and p2=0.04. However, if we change p2 only slightly to 0.05, the ratio turns out to be 6.19, which is still much. So I need the exact probabilities pi to make a precise statement, but I think that the average time to convert a chariot is not 8 times higher than for normal units - maybe around 3.66 times (p1 = 0.1).
However, some empiric tests run by DarkDruid indicate that Chariots are indeed some 7 times tougher than normal units. Probably Rick Goodman who told me the numbers has not remembered them correctly.
Manual corrections for the massive 32-page manual
- Game resources in different types of games are as follows:
- Food gathering efficiency differs strongly between the various methods. Shore fishing is twice as efficient as boat fishing and farming. Berry picking and hunting are a bit more efficient than farming.
- Decaying of meat decreases hunting efficiency.
- Only one farmer per farm is productive
- The value of the gold cargo arriving to home dock varies between 7 and 75 gold, depending on the distance between the nearest docks of trading civilizations.
This page is part of SimMayor's AOE Place
If you have some more corrections, tell me and I'll add it here
Rise of Rome -