Statistics

General out-of-character discussion among players of Cantr II.

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Jur Schagen
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Statistics

Postby Jur Schagen » Wed Nov 17, 2004 1:27 pm

OK, for those statistics freaks amongst you (like myself), I'll post some info here untill Jos tells me it is getting too sensitive... :-)

Total numbers of independant buildings: 929.
Total number of rooms: 1266.

1188 building
61 hall
707 cottage
23 landing-stage
38 coaster harbour
24 lighthouse
62 mud hut
1 reed hut (!)
51 stone extension
40 wood extension
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Anthony Roberts
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Postby Anthony Roberts » Wed Nov 17, 2004 3:50 pm

There's only one Reed Hut because I approved it to be built by the public, someone in the game built it, then someone on staff disapproved it and moved it back to the area that disallowed players from constructing it. Why? I would not know. I plan on moving it back, however. Just, when I get around to it :P

Out of all those buildings, my characters owns:

11 Independent Buildings (1.18% of Total)
4 Interiour Rooms (0.31% of Total)

Out of those 15 buildings/rooms, these are their types:

5 Building (0.42% of Total)
1 Hall (1.63% of Total)
6 Cottage (0.84% of Total)
3 Stone Extension (5.88% of Total)

Taadaa, there's some statistics for you. My characters aren't Real Estate sharks, but they like to live large. At least two of them, anyway. The majority of those are owned by two of my characters. (6 for one character, 6 for another, the remaining 3 split between three other characters, one each - obviously)
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formerly known as hf
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Postby formerly known as hf » Wed Nov 17, 2004 5:28 pm

Ooh...

More... more statistics...

What about projects?
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swymir
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Postby swymir » Sun Nov 28, 2004 8:12 am

Out of those stattistics my characters have built 6 of those buildings, 2 cottages, 1 hall, and at least 10 interior rooms.
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viktor
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Postby viktor » Sun Nov 28, 2004 9:32 am

here's a wacky statistic to consider, net worth, if you calculate through work effort the amount of resources and work to make something you can figure out it's value and thus with buildings, machines, tools, weapons, vehicles and stashes of stuff you can calculate net worth of a character or even a whole town.
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Postby swymir » Sun Nov 28, 2004 9:45 am

Ok this is a cool fact. Just in construction time (i.e. not counting time it takes to build tools or gather resources) the total amount of years spent building buildings, room, huts, lighthouses, ect. is 2509.75 years. That is 50195 days or 401560 hours. Does that not seem right when that number does not even include the time it takes to get the resources.

(Calculations may be a little off the second time I calculated it I got 50225 days. I'm not sure which is right but they are fairly close so it doesn't much matter.)
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SekoETC
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Postby SekoETC » Sun Nov 28, 2004 11:14 am

Well there has been several people building several buildings at the same time. It's not like one starts and finishes a house alone, then the other one starts. There has been several projects going on and many times up to 4 people building a room.
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Anthony Roberts
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Postby Anthony Roberts » Sun Nov 28, 2004 2:48 pm

viktor wrote:here's a wacky statistic to consider, net worth, if you calculate through work effort the amount of resources and work to make something you can figure out it's value and thus with buildings, machines, tools, weapons, vehicles and stashes of stuff you can calculate net worth of a character or even a whole town.


That's actually a great idea! And since I love money values, I will determine the net worth of my most important character(s) (Depends how much work it ends up being...)

[EDIT:] Okay, man, that's a lot of work. But I did one character, fully. He owns a lot of machines, several buildings, several vehicles, and a lot of resources. All I did was break everything down to its most basic resource (So, Iron Ore becomes Hematite. Iron becomes Iron Ore, Limestone, and Coal. Steel becomes Iron, Limestone, and Coal. An Iron Shield becomes 300 Iron, etc.), then, determined the daily amount that can be extracted of that resource, and each days worth counts as '1 point', for example. My character ended up owning over 5000 days worth of work. (5132.48 days of work) which is outrageous, if you think about it.

If I divide that value by 20, as for how many days in a year, that gives me 256.624 years of work. That means six and a half sixty year olds would have had to work from the start of the game to today, non-stop (256.624 / 40 - remember, we start off at the age of 20). It's unrealistic, but possible.

This characters major resource was Stone, to tell you the truth. Out of all the calculations, I came to the conclusion that he owned over 400,000 grams of Stone (432,638 grams) which ends up being 576.85 days work, or 28.84 years. So, a fifty year old could have acquired this all on their own. The Stone alone, therefore, is 11.2% of this characters Net Worth.

In other words: He's a rich bitch.
-- Anthony Roberts
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Surly
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Postby Surly » Sun Nov 28, 2004 10:14 pm

Well, Karnon Forest Monastery accounts for 1 building and around 7 rooms by itself.

That has to be the biggest building on the island. Right?
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NetherSpawn
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Postby NetherSpawn » Mon Nov 29, 2004 12:39 am

It's not particularly difficult for an older character to have more net worth than they could theoretically gather alone, even without ever having had help from another character. In the past, an iron drill could get you 200g of iron a day. According to my computations, it's completely impossible to get 40g/day now under any circumstances. Thus a day's work previously produced more than 5 days net worth. So it's almost trivial to have twice your net worth in resources. Five times isn't hard, but it would probably require assistance from other characters.
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rklenseth
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Postby rklenseth » Mon Nov 29, 2004 6:09 am

Just want to point something out. Value can only be determined by worth to individual not amount of resources, amount of time spent, ect.... Now technically those could be the worth to a certain individual but as you find out there are more factors to consider than just those that you have all stated above such as and not restricted to need, want, consumption, rarity or commoness, age, quality, how a resources is gathered and then manufactured into a product ie. machines, cheap labor, restriction by ruling entity on resource or product, whether it something is imported or found locally, etc... this list could go on forever.

So for example, I have a broom which lets say it costs me a 100 grams of wood and I have a primitive bow which lets say costs about 50 grams of wood and 30 grams of sinew. Lets say that the 30 grams of sinew is equivualent to 50 grams of wood due to the fact that it is harder to kill an animal than it is to gather wood. Lets say that the broom and the primitive bow take the same amount of time to manufacture. Alright, now lets say my problem as a consumer is that I have a very dirty house and if I don't clean it I could start getting disease, cockroaches, and other assorted nasty things. Now in the area, the primary food source is agriculture and hunting is restricted by the ruling entity. So when I go to the shop and I see the cost of the broom and the bow will they be the same. Definitely not because the need for the broom is greater than the need for the bow so the need drives up the price of the broom but because of mass production due to need it in the end drives down the price of the broom. Now lets say, there is a want for the bow just because it looks cool and it's the cool thing to have. Now that will drive prices up but not down because it doesn't need to be mass produced so the producer will keep it rather production down so as to make a bigger profit. Now lets say that due to hunting restrictions sinew is a rather rare resource in the area and has to be imported from another area many times which now drives the prices up on the bow even further because of rarity. Now lets add in quality. Now often times when things are mass produced to meet a need quality is sacrificed for quanitity. So that drives the prices of the broom down even further because their quality is less than what they could be. On the other hand, the bow is not a need but a want so people are going to want the best in town so they want the best in quality which means you are going to want to have the best laborers working on manufacturing your bows so that the quality is the best you can get so that drives up your prices on the bow even further because the quality is probably better than it could be. And we know times change and the vacumm cleaner replaces the broom which due to the fact that there are so many and there isn't a need anymore nor is there really a want since what is one going to do with a broom now, the broom becomes a worthless artifact. On the other hand, a war break out and bows are now a need rather than a want so what we saw happen to brooms happens to the bows and prices dive down on the bow. But even though the crossbow replaces the bow in the war, the bow is still a cool artifact to place over the fireplace mantle and fun to shoot with for sport thus the value of the bow never becomes worthless but might not be as valued as it was back when it was cool for everyone to have but still a little bit more than it was when it was mass produced for war.

Now I haven't even tipped the iceberg. We haven't even caculated competition and many other factors into this. But the point I was trying to make has been made I think. The point is that one has to look at the big picture when it comes to economics. I hate it when I see the economy in Cantr based on grams and how much one can gather in a day because simply it is an unrealistic economy that doesn't really take into account an infinite number of factors that really determine the worth of a resource or a product.

So how are you going to determine the net worth of a town when things like whether the stone/wood was needed to be imported, or was it restricted, or is there a need for the buildings, or was it a want etc....?

See my point?
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Dragonslayer4ever
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Postby Dragonslayer4ever » Mon Nov 29, 2004 6:50 am

ok here is my response.....
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:shock: :shock: :shock: :shock: How the hell. I am lost after the first number and here you guys going on like its second nature. *sighs* Maybe it has something with the fact that I suck at math. Here is what I came up with my charrys.

They have stuff.
I am the Dragon Slayer. And as long as I have my friends behind me. I will never fall.
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formerly known as hf
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Postby formerly known as hf » Mon Nov 29, 2004 12:37 pm

Value is a subjective matter

but then again, I can't be bothered to do the maths required neither...
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Anthony Roberts
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Postby Anthony Roberts » Mon Nov 29, 2004 1:37 pm

Yes, true, there are so many things that determine value. However, do you really think I wasnted to even touch that with a stick? I'm keeping basic values here, no big complicated number crunching.

Ohhhh, my house is worth more because it's in big demand where it is! >.> Lol

I guess that's somewhat of a flaw for Cantr. Everything will always need the same materials. There's no "improvement" on existing things, to need less materials, so everything in a sence will always have the same value in the same area. Well, until there's a surpluss of them.

No matter. Anyone that wants to find out the worth of a town, wooooooooooo, have fun.

I was tempted to write a program that broke all resources and objects to their most basic parts, like how I calculated my characters's worth, but it would be... too much work... I'm lazy today.
-- Anthony Roberts
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formerly known as hf
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Postby formerly known as hf » Mon Nov 29, 2004 4:50 pm

Maybe I've missed something - but I'm sure there are different gathering rates in different areas (or maybe I got that wrong)

If that was the case - the value of things as simply the number of days required to gather materials and build would depend upon where those materials were gathered?
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