I have noticed a difference in villager production speed with only one villager on the fire pit. I'm sure all the other dances are activated by only one vil as well. The question I have is if anyone has the data for how much different numbers of vil affect the dance. It seems like there is a diminishing return for the fire pit, for example with 10 vil on the pit it might be a 10% boost, but then with 20 it will only be 15% (Only an extra 5%) I dont really know this but it just seems that way from observation.
What is the most efficient number of vil to dance for travois, fertility, XP etc? It doesn't seem like a perfect linear relationship
Maximum Firepit Efficiency
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- Lancer
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- vividlyplain
- Lancer
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- ESO: vividlyplain
Re: Maximum Firepit Efficiency
@jgals The wiki has information about each dance, but it only shows the full breakdown for the garland dance (skull knights) for Azzy.
https://ageofempires.fandom.com/wiki/Garland_War_Dance
https://ageofempires.fandom.com/wiki/Garland_War_Dance
Re: Maximum Firepit Efficiency
Pretty sure xp is a flat rate per villager (0.5/s per vill), travois dance is more efficient the more vills you put on it, and completely unsure about fertility dance.
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- Ninja
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Re: Maximum Firepit Efficiency
Fertility dance is regressive. So for example 1v is like 1000 sec, 2v is 600, 3v 400 etc. The more vils the less bonus the vil gives. I have a breakdown somewhere on my pc i think. I can post later
I think most production related dances are like that. Xp, hp, attack etc are probably a flat rate
the progressive rate is by adding a WP, so every time you add one, it takes less seconds to get the next one, but, the more priests you have, the fewer seconds the next priest adds. 1 priest is worth about 2v, probs a bit more i think. Interestingly enough, sending inf training might be slightly better than 3 wp. it takes a bit longer to get 10 wp, but you still benefit from it for the rest of the game with faster training of all your units. But it's a double edged sword, as early on, faster training isn't necessarily good, since it will be harder to fill up your batches
I think most production related dances are like that. Xp, hp, attack etc are probably a flat rate
4wp solo takes 3m20 (5:40 - 9:00) (49+38+32+27+23+22=191s) 0vs lost
1wp5vinftraining takes 2m35 (3:10-5:45) (33+26+21+17+15+13+11+10+10=156) 780vs lost
1wp10vinftraining takes 1m47 (19+16+14+12+11+10+9+8+8=107s) 1070vs lost
1wpinftraining takes 5m30 (120+59+39+29+23+19+16+14+12=331s) 0vs lost
4wp5v takes 2m10 (2:30 - 4:40) (29+25+22+19+17+15=127s) 635vs lost
4wp10v takes 1m35 (20+18+16+15+13+12=94s) 940vs lost
1wp takes 9m20 (201+99+66+49+38+32+27+23+22=557s) 0vs lost
1wp5v takes 4m20 (56+43+35+29+25+22+19+17+15=261s) 1305vs lost
the progressive rate is by adding a WP, so every time you add one, it takes less seconds to get the next one, but, the more priests you have, the fewer seconds the next priest adds. 1 priest is worth about 2v, probs a bit more i think. Interestingly enough, sending inf training might be slightly better than 3 wp. it takes a bit longer to get 10 wp, but you still benefit from it for the rest of the game with faster training of all your units. But it's a double edged sword, as early on, faster training isn't necessarily good, since it will be harder to fill up your batches
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