Forum: empire-en
Board: [589] Strategy & Tactics Discussion
Topic: [104557] Speed equation
[1732502]
PJboi [None]
:: March 31, 2014, 5:42 p.m.
This formuala is actually quite screwed up. As demostrated by the graph:
Attachment not found.
The x axis is unit speed and y is travel time. It assumes a distance of 1. The red line is the equation, blue points and black lines are the actual times.
A better equation is being worked on.
even though that graph aint tip top it still tells you a lot about the correlation I think and it might be that the equation doesn't need Pythagoras but it could be a simultaneous equation
[1732532]
Lord Porky [None]
:: March 31, 2014, 7:08 p.m.
You can use this equation to determine the speed of potential support.
What is the motivation for this? Either your fellow alliance members can make it in time, or they cannot.
Not saying figuring things out about the speed-in-game of troops isn't worth it, just wondering why the speed of supporting troops would matter.
From the explanation: The 7.225 is the amount of time it would take a unit with a speed of 1 to travel 1 distance unit. You multiply that by the distance to get the time that it would take that unit to go the distance you are calculating it for. The .0786ds is the time increment* for each speed unit (you subtract 1 of this for each unit of speed higher than 1). You multiply that by the speed unit for how many times it needs to be subtracted. You also multiply by the distance because it is in a unit of 1 distance, and needs to be put in a unit of the distance you are calculating for.
That all makes sense, if everything is linear, as with troops when they are walking.
Horses change speeds with distance, making it more complicated.
It is also a "smooth" function how the speed with horses increases, i.e. it does not "step up" every time the distance is increased by 10 spaces.
The 3 Horse options are supposed to increase the speed by 13%, 22%, or 35%, every 10 spaces. The math works out at a distance of 10 spaces, but at 5 spaces there is a lesser speed gain, though not zero. At 5 spaces, the speed gain is half what is claimed for 10, so I think the server first takes the total distance, then interpolates what it thinks the speed should be, based on the "every 10 spaces" claimed speed increase.
[1732608]
cat402 [None]
:: March 31, 2014, 9:22 p.m.
Lord Porky wrote: »;( Peadur, I had never heard that....
Horses make a ton of difference - when walking, troop speed stays constant, regardless of distance. Horses drastically speed up, as they get farther into long journeys.
Looking on the map, my troops walking:
Distance (given by the game on the map) in spaces/Time in minutes
1100/2183
550/1091
55/109
Clearly, a linear relationship.
Horses, slowest speed (the 'Coins' option):
1100/143
550/134
55/63
Got some exponential stuff going on...
For the cheapest 'Horse' option, it says, "+13% all 10 fields."
I'm not sure what is meant by "all 10 fields" - perhaps they are different zones of speed, again, dependent on distance?
Actually, me and the other person who was/is helping me work on this found it is not a constant equation. The graph that I think I posted somewhere shows it is some kind of exponeitail or logrithmic equation. After I get the solid, good equation done I'll start on horses/alliance bonusus. And the cheapest, cheapest, cheapest (level 1 stables, I'll assume you have level 3 based on what you said) is 6%.
The motivation behind this was to determine of the enemy alliance could support in time against your attack, so you know weather or not to compensate for that, though it is not as effective fi you don't know the alliance support bonus.What is the motivation for this? Either your fellow alliance members can make it in time, or they cannot.
even though that graph aint tip top it still tells you a lot about the correlation I think and it might be that the equation doesn't need Pythagoras but it could be a simultaneous equationlike y=x squared I donno though
I think we can be farly certain that it is not a parabolo (y=x^2 or another quadratic), but since GGE does not give us troops with neagive or very small (decimal or <2) speeds, we don't know for certain.
Hi Cat,
Interesting to read I am not the only lunatic that tries to use equations to solve the travel problem.
In my case I am using it to plan mass attacks so I can actually send the exact time to the members of my alliance telling them when to leave for a certain target.
That way we can plan to have an attack come in at the exact same time. (give and take a couple of seconds where the one is faster than the other etc.)
There is however a second thing that you would need to include in your equation. That is the use of horses to increase travel speed. (Even though I am looking at it from an attack perspective, it is also valid from a defense perspective).
I would love to see your new results for the equation. I will see if I can determine the factor on longer distances.
It must be possible to have this sorted. :-)
Keep up the good job, very interesting.
For the mass attacks, keep in mind that, if possable, use direct testing on the target from the planned attack point with the slowest planned units, becuase I have found the formula to be inaccurate by up to several hours with slower units at large distances. As for the horses/allaince support speed, I will work on that once I get the base equation down.
By Pythagoras formula, I am assuming that you mean the formual for the right triangles that states a^2+b^2=c^2, but please correct me if I am wrong. I'm not sure how you could use this with no right angles or cordinate points (unless you took the time to plot each castle on the map with points derived with your castle at the origen, which woudl be very tedius), but I was testing differnt distances with differnt speed troops. I made a chart with diffrent speed troops in relation to the time it took (I used a robber baron castle 1 distance from my outpost for this):Sorry to spam 2 times in a row, but I found my old notes on this and I was wondering if you were taking the distance given in the game window or if you were using the calculated distance using Pythagoras formula?
The thing is that some distances can have quite a bit of difference between the calculated distance and the presented distance in the game window.
[FONT="]Time for 1 distance:[/FONT]
[FONT="]75-1.333[/FONT]
[FONT="]73-1.366[/FONT]
[FONT="]70-1.416[/FONT]
[FONT="]60-1.666[/FONT]
[FONT="]26-3.833[/FONT]
[FONT="]25-4.000[/FONT]
[FONT="]21-4.75[/FONT]
[FONT="]19-5.25[/FONT]
The time is in minutes.
Lord Porky- What was the speed of the unit used?1100/2183
550/1091
55/109
Clearly, a linear relationship.
Horses, slowest speed (the 'Coins' option):
1100/143
550/134
55/63
Also, I think for the non-horsed speed equation there is also something exponential. I got something pertainign to a rate of change the first time I tried testing before deriving the equation, but the second time there was nothing. It may have been me accedetnly supporting sometimes adding that bonus.
[1732645]
Lord Porky [None]
:: March 31, 2014, 10:04 p.m.
Cat, for troops that are walking, I've never seen it not be a constant rate.
You can easily check it yourself - just look at how long it takes a given type of troop to go X amount of spaces. It will take twice as long to go 2X, for example.
Walking troops don't speed up like horses do, and thus sometimes we see like three-day travel times... ^^
For my time & distance figures, the speed was 28.
For mass attacks, you want to be landing in the same second, or very close to it. Direct testing is indeed the way to go.
I think the best way to do it is to set a time to have the attacks land. You can tell your alliance members well ahead of time. Then they figure out how long their travel times will be - and for each target they should be writing down the varying times for walking and the horse options.
If they're sending more than one army, by writing it all down, they can see what is best to do to ensure the attacks hit right together, at the right time. Beyond the horse options versus walking, travel times can be altered by using different Commanders, inserting different tools in the army, etc.
www.webcountdown.net is a good timer to use. Everybody can open the page, and see how long until the attacks are supposed to land. What's really nice about this one is that when you switch to a different browser tab, the tab for WebCountdown will show the clock counting down.
So, you have your attack information written down, you're going to launch this army, with this travel time, and then that army with that travel time, etc. You set up an attack, and you see how long it will take, hours, minutes and seconds, on the "Travel planning" screen - the one where you select horse options if you want them.
When the clock on the WebCountdown tab gets to your army's travel time, you launch the attack. It's possible to land quite a few attacks in the same second, or within a second of each other, this way, giving the enemy no time to stack defense in one castle, then send it to others.
You can easily check it yourself - just look at how long it takes a given type of troop to go X amount of spaces. It will take twice as long to go 2X, for example.
Walking troops don't speed up like horses do, and thus sometimes we see like three-day travel times... ^^
For my time & distance figures, the speed was 28.
For the mass attacks, keep in mind that, if possible, use direct testing on the target from the planned attack point with the slowest planned units, becuase I have found the formula to be inaccurate by up to several hours with slower units at large distances. As for the horses/allaince support speed, I will work on that once I get the base equation down.
For mass attacks, you want to be landing in the same second, or very close to it. Direct testing is indeed the way to go.
I think the best way to do it is to set a time to have the attacks land. You can tell your alliance members well ahead of time. Then they figure out how long their travel times will be - and for each target they should be writing down the varying times for walking and the horse options.
If they're sending more than one army, by writing it all down, they can see what is best to do to ensure the attacks hit right together, at the right time. Beyond the horse options versus walking, travel times can be altered by using different Commanders, inserting different tools in the army, etc.
www.webcountdown.net is a good timer to use. Everybody can open the page, and see how long until the attacks are supposed to land. What's really nice about this one is that when you switch to a different browser tab, the tab for WebCountdown will show the clock counting down.
So, you have your attack information written down, you're going to launch this army, with this travel time, and then that army with that travel time, etc. You set up an attack, and you see how long it will take, hours, minutes and seconds, on the "Travel planning" screen - the one where you select horse options if you want them.
When the clock on the WebCountdown tab gets to your army's travel time, you launch the attack. It's possible to land quite a few attacks in the same second, or within a second of each other, this way, giving the enemy no time to stack defense in one castle, then send it to others.
[1732859]
Peadur (NL1) [NL1]
:: April 1, 2014, 7:05 a.m.
Hi Lord Porky,
First of all sorry for the confusion.
My initial comment of getting differences where distance is concerned was based on a faulty formula I used initially.
However, I think I have found the issue here.
The problems lies in the difference from the base speed (which is 75). Troops like pikemen and archers (Sorry, I am playing the dutch version, I do not know the names in the English version) have a speed of 75.
On every distance their (2, 3, 14, 20, 60, 100 and 250 distance units) the distance per second was 0.0125. So the initial formula keeping distance into consideration was NOT correct at all.
Now the interesting thing starts.
The next fastest troops (mace and light crossbow men) have a speed of 73. I thought that this difference in speed would be related to the difference in base speed. For these troops that is fairly accurate, so the formula for calculating their travel time would be:
T= (D/0.0125)*(1+((75-S)/75))
There
T = time in seconds
D = distance
S = troop speed
In this formula you first calculate the time needed for the fastest troop type (as that is constant all over). This is D/0.0125
The second thing you calculate is the multiplication factor with which you need to correct the time. This is (1+((75-S)/75).
Now for the slower troop types this formula is not accurate enough (I am still verifying my findings here).
For the troops with 73 the difference in speed per second per unit difference from 75 = 0.00015, for slower troops this is either 0.000166 or 0.000167 (Rounding this to 0.00017 may create a problem). Regrettably there is not a good pattern in which one uses which...
The next step would be to incorporate the speed bonuses from the horses and from the support speed bonus from an alliance. Those will be quite simple to implement once a good formula for the base speed is set up.
As I said, I am still looking for the right way to formulate all my findings.
After that the only thing you need to know is what the slowest troop type will be and you can calculate the time to any destination.
Hope this helps a little more in this discussion.
First of all sorry for the confusion.
My initial comment of getting differences where distance is concerned was based on a faulty formula I used initially.
However, I think I have found the issue here.
The problems lies in the difference from the base speed (which is 75). Troops like pikemen and archers (Sorry, I am playing the dutch version, I do not know the names in the English version) have a speed of 75.
On every distance their (2, 3, 14, 20, 60, 100 and 250 distance units) the distance per second was 0.0125. So the initial formula keeping distance into consideration was NOT correct at all.
Now the interesting thing starts.
The next fastest troops (mace and light crossbow men) have a speed of 73. I thought that this difference in speed would be related to the difference in base speed. For these troops that is fairly accurate, so the formula for calculating their travel time would be:
T= (D/0.0125)*(1+((75-S)/75))
There
T = time in seconds
D = distance
S = troop speed
In this formula you first calculate the time needed for the fastest troop type (as that is constant all over). This is D/0.0125
The second thing you calculate is the multiplication factor with which you need to correct the time. This is (1+((75-S)/75).
Now for the slower troop types this formula is not accurate enough (I am still verifying my findings here).
For the troops with 73 the difference in speed per second per unit difference from 75 = 0.00015, for slower troops this is either 0.000166 or 0.000167 (Rounding this to 0.00017 may create a problem). Regrettably there is not a good pattern in which one uses which...
The next step would be to incorporate the speed bonuses from the horses and from the support speed bonus from an alliance. Those will be quite simple to implement once a good formula for the base speed is set up.
As I said, I am still looking for the right way to formulate all my findings.
After that the only thing you need to know is what the slowest troop type will be and you can calculate the time to any destination.
Hope this helps a little more in this discussion.
[1732860]
Peadur (NL1) [NL1]
:: April 1, 2014, 7:08 a.m.
I see I should have refreshed my screen first, but it seems geek time has started :-)
[1733053]
Lord Porky [None]
:: April 1, 2014, 7 p.m.
I think that it just works as a percent, and you can take that percent (say 25) from the time. So if the time was 1 hour, you would take 15 minutes out of it, since 15 is 25% of 60. That's how I think it works. I will test it in a little bit. Though it probably is a lesser amount since it can go over 100%, and you can't have a negative travel time. .
Cat, remember, the travel time is the inverse of the speed. If you double the speed, the time is half. If you triple the speed, the time is one-third. It never gets all the way to zero (barring infinite velocity) and can't go negative. For a 25% speed bonus, you'd have the time be 1/1.25 = 80% of what the time would be at normal speed.
Currently, the maximum alliance support speed bonus is 390%. So, the speed would be 4.9 times as fast. 1/4.9 = 20.4% of the travel time with no bonus.
One more variable to consider is Research (done in the Research Tower). 'Forced March' "increases the travel speed of units that you station to other castles." It goes up to 100%. So if the target can reinforce himself from other castles, that may apply.
(There is also transferring troops from other lands, which takes 2 hours, subject to a Research, 'Marching Formation,' which "reduces the time it takes your units to travel to other kingdoms." I think it goes, 10%, 20%, 30%, 40%, maxxing out at 50% = 1 hour travel time. Or - using rubies, troops from other lands can be brought instantly. When transferring to Empire (the green land), you can only send troops to your main castle, not the outposts. When transferring to other lands, you can send from any castle, including the outposts.)
There is also 'Elite training' which "increases the travel speed of all veterans" by 20%.
I may be missing the point here, but seems to me that any guess of enemy support travel time will be so error-prone as to be of questionable value.
_____
The problems lies in the difference from the base speed (which is 75). Troops like pikemen and archers (Sorry, I am playing the dutch version, I do not know the names in the English version) have a speed of 75.
On every distance their (2, 3, 14, 20, 60, 100 and 250 distance units) the distance per second was 0.0125. So the initial formula keeping distance into consideration was NOT correct at all.
Peadur, I am seeing different base speeds. I have the Archer with a speed of 25:

Maybe the servers are different - my troops with 25 speed take 4 minutes per space on the map, or .00416667 spaces per second, which is 1/3 as fast as your numbers. Sounds like your troops go 3 times as fast.
the only thing you need to know is what the slowest troop type will be and you can calculate the time to any destination.
Yes, and you are figuring the relative troop speeds correctly. For the added speed when using horses, it's a fixed percentage gain in speed, every 10 spaces of distance. I presume this would be an integral (it's been 36 years since I was in school).
There will still be a lot of variability, especially if you don't know what level the Stables are - that would give you 9 possibilities.
[1733074]
dueltheabdul (INT1) [None]
:: April 1, 2014, 8:20 p.m.
The equation is about to be released, but is a couple of seconds off of the actual time. You can never have anything perfect.
I think Cat will release it when he tests it out.
And Porky, you were right about the timing for walking troops.
I think Cat will release it when he tests it out.
And Porky, you were right about the timing for walking troops.
[1733079]
Lord Porky [None]
:: April 1, 2014, 8:28 p.m.
dueltheabdul wrote: »The equation is about to be released, but is a couple of seconds off of the actual time. You can never have anything perfect.
Again, I'm wondering if I'm missing something here.
It can be perfect. The time equals the distance divided by the rate. That's really all there is. There should be no error - certainly not a couple of seconds (provided you use enough decimal places if applicable).
When using horses, the speed increases as a smooth function, a given percentage every 10 spaces.
[1733120]
dueltheabdul (INT1) [None]
:: April 1, 2014, 10:14 p.m.
Lord Porky wrote: »Again, I'm wondering if I'm missing something here.
It can be perfect. The time equals the distance divided by the rate. That's really all there is. There should be no error - certainly not a couple of seconds (provided you use enough decimal places if applicable).
When using horses, the speed increases as a smooth function, a given percentage every 10 spaces.
I think the problem here is with GGE's definition of speed and how they apply that definition. And as we have seen before GGE usually screws up when it comes to technical terms and the such. For example, the way GGE uses percentages was completely different than the way we thought GGE used percentages. So why would this be any different? Time= Distance/Speed Correct?
So ,technically, if we take the distance we want and divide by the speed of the slowest troop, we should get the time?
Sorry if I misunderstood.
And yeah, any guess at enemy support speed will be questionable to a certain extent, but it's better to have an estimate than to be blinded. And we would know minimum time it would take to support. So far all of the theoretical/calculated times have been less than the actual time.
And it cannot be perfect because when using a calculator, you don't get all the decimal points. You only get some of them, which makes a difference. There are always human/instrumental errors that we cannot change. We can try our best to avoid human errors, but instrumental errors cannot be avoided.
At short distances (with my formula), the timing is a few seconds off with both fast and slow troops. But with long distances, the timing can be 2-15 minutes off for fast troops and 1-2 hours off for slow troops (19 speed).
If Cat doesn't come online for a long time, I might just post it to get feedback.
[1733124]
cat402 [None]
:: April 1, 2014, 10:27 p.m.
The equation tests out. I'll make a graph and them post it in a few minutes.
[1733128]
cat402 [None]
:: April 1, 2014, 10:45 p.m.
Equation:Attachment not found.
Graph:
Attachment not found.
X is the unit speed and Y is the travel time. All times were done at distances of 1. The green line is the equation and the blue dots are the indidual data points.
Dueltheabdul came up with this, very nice job!
Graph:
Attachment not found.
X is the unit speed and Y is the travel time. All times were done at distances of 1. The green line is the equation and the blue dots are the indidual data points.
Dueltheabdul came up with this, very nice job!
[1733156]
Lord Porky [None]
:: April 2, 2014, 12:09 a.m.
dueltheabdul wrote: »as we have seen before GGE usually screws up when it comes to technical terms and the such. For example, the way GGE uses percentages was completely different than the way we thought GGE used percentages.
This is the first time I've really looked at it, as far as the horses go. For walking troops, it's cut-and-dried; we know the deal.
I think the description of the horses increasing the speed by a given percentage every 10 spaces is good - can't think how else it would be, given what they said. I've confirmed it by checking on the times versus distance for the different horse options, i.e. it's working like they say.
____
Time= Distance/Speed Correct?
No, Time = Speed/Distance.
So, technically, if we take the distance we want and divide by the speed of the slowest troop, we should get the time?
As above, for walking troops, then yes - distance divided by speed gives you the time.
For horses, since the speed is not constant, since it's a function of distance, then I think you would need to find it by integration. That's calculus, and many players haven't had that yet, and it's been 36 years since I did....
A very close approximation could be had by figuring the troops' final speed, right as they are hitting their target, adding that to their initial speed (their base speed, before the 'horse' effect begins), and dividing by 2. Using that result as average speed, divide the distance by it and you'll get the time.
(One thing I need to confirm, for that, is whether the horses add the stated percentage of speed on a cumulative or 'compound' basis, or if it's the fixed percentage of base speed. I assume it's the latter.)
In both cases, however, if you want a rough guess as to how long supporting troops would have to travel, I think the fact that defensive troops of a given class go a little faster than the attackers can show what the deal is. If players who would send reinforcements are the same distance away from the target as is the attacker, and are online, then if they see the horn and launch defenders right away, they'll beat the attack. This is presuming similar-level troops.
____
And yeah, any guess at enemy support speed will be questionable to a certain extent, but it's better to have an estimate than to be blinded. And we would know minimum time it would take to support. So far all of the theoretical/calculated times have been less than the actual time.
And it cannot be perfect because when using a calculator, you don't get all the decimal points. You only get some of them, which makes a difference. There are always human/instrumental errors that we cannot change. We can try our best to avoid human errors, but instrumental errors cannot be avoided.
At short distances (with my formula), the timing is a few seconds off with both fast and slow troops. But with long distances, the timing can be 2-15 minutes off for fast troops and 1-2 hours off for slow troops (19 speed).
I think you are going to be "blind" anyway, because there are so many variables involved.
Speed alterations from Researches, alliance bonuses, Commander speed bonuses, troop types, Stables level, and the choice of the 3 horse options - there is an enormous range of times when all those are factored in.
Decimal points - the calculator I have here goes 7 places to the right of the decimal point, and the calculator in this computer's operating system goes to 16 places. Plenty of accuracy, I think.
Even on just the handheld calculator, figuring a trip for my troops resulted in 1/60th of 1% divergence from what the game said the travel time would be. That's 0.6 seconds on a 1-hour trip.
[1733166]
Lord Porky [None]
:: April 2, 2014, 12:28 a.m.

Okay, I am totally lost. X axis is speed, Y axis is travel time. Why do we see 2 sets of 4 data points fairly close together?
If both axes are linear scales, then it should not be a plotted curve, but rather a straight line on the graph, for walking troops.
Each set of 4 data points looks very close to a straight line to me.....
[1733176]
cat402 [None]
:: April 2, 2014, 12:59 a.m.
Lord Porky wrote: »
Okay, I am totally lost. X axis is speed, Y axis is travel time. Why do we see 2 sets of 4 data points fairly close together?
If both axes are linear scales, then it should not be a plotted curve, but rather a straight line on the graph, for walking troops.
Each set of 4 data points looks very close to a straight line to me.....
I think you misinterperted this graph. The points are close together becuase GGE gives us fast speeds liek macemen and ladders, and the slower brunt force troops. The middle is, I belive, a ladder, but I am not sure. As you have no doubt noticed, there is a large gap in the middel. That is becuase there is no unit with a speed from 31-59. Therefore data cannot be gathered on them. And the reason the line is a curve is becuase it is an expnential eqatuion, which curves. The origonal eqation was lineiar, but the points actually curve. If you look at the older graph, than you would see that the line is like a line of best fit- it only goes though half the points. I have both on the graph here:
The green is the new equaton, red is the old equation, and the points are actuall data points.
Attachment not found.
Also, another thing that may have confused you is the broken scale. It jumps from 0 to 15 on the x axis.
[1733184]
Lord Porky [None]
:: April 2, 2014, 1:07 a.m.
Cat, thanks - and bear with me here - I'm really trying to understand the graph.
No problem with the X axis jumping to 15, and I hear you on the lack of mid-range speed things.
How, exactly, are the data points plotted? With 2 dimensions, doesn't each point need two sets of coordinates?
No problem with the X axis jumping to 15, and I hear you on the lack of mid-range speed things.
How, exactly, are the data points plotted? With 2 dimensions, doesn't each point need two sets of coordinates?
[1733192]
cat402 [None]
:: April 2, 2014, 1:20 a.m.
The data points are plotted as (speed,travle time). For example, for the 25 speed units, the point will be (25,5). All 2D cordinate plain graphs can have 2 dimentions. One on the x and one on the Y. The y is usually what changes based on what X is.
[1733221]
dueltheabdul (INT1) [None]
:: April 2, 2014, 2:07 a.m.
Lord Porky wrote: »This is the first time I've really looked at it, as far as the horses go. For walking troops, it's cut-and-dried; we know the deal.
I think the description of the horses increasing the speed by a given percentage every 10 spaces is good - can't think how else it would be, given what they said. I've confirmed it by checking on the times versus distance for the different horse options, i.e. it's working like they say.
____No, Time = Speed/Distance.
How? Speed=Distance/time right? so Speed*time=Distance. So time=Distance/Speed
I think you missed up with your division/multiplication.For horses, since the speed is not constant, since it's a function of distance, then I think you would need to find it by integration. That's calculus, and many players haven't had that yet, and it's been 36 years since I did....
That's fairly true. If I was a year older I would be taking that right now. Stupid school had to switch their curriculum program.A very close approximation could be had by figuring the troops' final speed, right as they are hitting their target, adding that to their initial speed (their base speed, before the 'horse' effect begins), and dividing by 2. Using that result as average speed, divide the distance by it and you'll get the time.
(One thing I need to confirm, for that, is whether the horses add the stated percentage of speed on a cumulative or 'compound' basis, or if it's the fixed percentage of base speed. I assume it's the latter.)
Can you explain this a bit more?I think you are going to be "blind" anyway, because there are so many variables involved.
Speed alterations from Researches, alliance bonuses, Commander speed bonuses, troop types, Stables level, and the choice of the 3 horse options - there is an enormous range of times when all those are factored in.
Decimal points - the calculator I have here goes 7 places to the right of the decimal point, and the calculator in this computer's operating system goes to 16 places. Plenty of accuracy, I think.
Even on just the handheld calculator, figuring a trip for my troops resulted in 1/60th of 1% divergence from what the game said the travel time would be. That's 0.6 seconds on a 1-hour trip.
Don't get me wrong, but I don't like using online calculators (they take too much time to use). I prefer using a hand-held calculator (Ti-84). But I think what you're not considering is that if the formula itself isn't too accurate and the calculator rounds the numbers. Then when you continue to do further operations, the difference between the actual value and your calculated value becomes greater. Those are some pretty good figures.
Thanks Porky for your help and patience
[1733234]
Lord Porky [None]
:: April 2, 2014, 2:48 a.m.
Lord Porky wrote: »No, Time = Speed/Distance.
dueltheabdul wrote: »How? Speed=Distance/time right? so Speed*time=Distance. So time=Distance/Speed. I think you missed up with your division/multiplication.
:: bangs head against wall... :: You are right - of course. Speed * Time = Distance, and we go from there. T = D/S, and S = D/T.
Just take me out and shoot me.
And of course the graph will be a curve, not a straight line, because speed and travel time are inverse to each other. The graph is really a parabola, no? As speed tends toward infinity, travel time tends toward zero, and vice-versa.
______
As TheRealSporer showed us, above, horses' speed increases a given percentage every 10 spaces. This is what is stated on the "Travel planning" screen.
After testing this, the horses do not actually accelerate during a trip. The server calculates how fast the horses should go - for the entire trip - on the basis of the distance and the stated gain in speed.
If it's "+10% all (every) 10 fields," then the speed over 10 fields will be 110% of the base walking speed. A trip of 5 spaces would have a speed of 105% of the base. If going 30 spaces, the speed will be 130%.
The travel time can be calculated by dividing the length of the trip by 10, then multiplying by the percentage gain in speed.
Add that to the base speed of the unit (troop or tool) and then you have the new, faster speed from the horse option. Dividing the distance by that speed gives you the travel time.
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dueltheabdul (INT1) [None]
:: April 2, 2014, 11:22 a.m.
Lord Porky wrote: »:: bangs head against wall... :: You are right - of course. Speed * Time = Distance, and we go from there. T = D/S, and S = D/T.
Just take me out and shoot me.
And of course the graph will be a curve, not a straight line, because speed and travel time are inverse to each other. The graph is really a parabola, no? As speed tends toward infinity, travel time tends toward zero, and vice-versa.
______
As TheRealSporer showed us, above, horses' speed increases a given percentage every 10 spaces. This is what is stated on the "Travel planning" screen.
After testing this, the horses do not actually accelerate during a trip. The server calculates how fast the horses should go - for the entire trip - on the basis of the distance and the stated gain in speed.
If it's "+10% all (every) 10 fields," then the speed over 10 fields will be 110% of the base walking speed. A trip of 5 spaces would have a speed of 105% of the base. If going 30 spaces, the speed will be 130%.
The travel time can be calculated by dividing the length of the trip by 10, then multiplying by the percentage gain in speed.
Add that to the base speed of the unit (troop or tool) and then you have the new, faster speed from the horse option. Dividing the distance by that speed gives you the travel time.
Okay... I will check that out. Have you tested the last part (bolded) of the post? If you did, then we over-complicated everything.
So a level 1 stables with the lowest option with 300 spaces would have a speed bonus of 400%?