• Dear forum reader,

    To actively participate on the forum by joining discussions or starting your own threads or topics, you need a game account and to REGISTER HERE!

The math behind Culture Bonus

DeletedUser

Guest
Hi fellow builders,
did anyone figure out the math behind the Culture Bonus?
I think it has to do with the number of Residences and the total number of building upgrades in your city but not 100% sure yet.
 

DeletedUser

Guest
Already looked that one up but it doesn't tell me how much I need for 200% if I got X Popluation

Edit: For example in FoE, for increased production you gotta multiply your population with 1.4 to know how much happiness you need.
 
Last edited by a moderator:

DeletedUser18

Guest
Just want to point out that yes, in FoE demand for happiness * 1.4 gives you enthusiastic levels of production. But this is not FoE. We do not have 50% production on Elvenar as there is on FoE, nor does FoE have the multiple levels of production output that Elvenar has due to cultural boosts.
 

DeletedUser

Guest
Yep recognized that. But in the end there has to be some kind of "formula" that determines the different levels of cultural boosts. Still trying to figure that out. Not too easy although I think it might have to do something with the total number of upgraded buildings and how often they are upgraded. And the working population plays a part in it aswell.
 

DeletedUser18

Guest
I will do what I can to see what information I can get on the actual math behind it all, but I can make no guarantees as to how much data I can access and make publicly available at this time. As I am also a player, I do see this information being very useful to some though, so I will do my best.
 

DeletedUser

Guest
Thank you :) Been trying to mess around a bit with the numbers but not very successful so far lol
 

DeletedUser

Guest
Thank you :) Been trying to mess around a bit with the numbers but not very successful so far lol

Same here, haha. If I'm not mistaken, population is irrelevant. What matters is culture requeriment. But... The higher your base cukture requeriment go when upgrading buildings, the higher the requeriments for all bonuses (+140%, 170%...) go. I mean, it's not a linear proportion. And it seems to always increase in +10 increments.
 

DeletedUser58

Guest
If I'm not mistaken, population is irrelevant. What matters is culture requeriment. But... The higher your base cukture requeriment go when upgrading buildings, the higher the requeriments for all bonuses (+140%, 170%...) go. I mean, it's not a linear proportion. And it seems to always increase in +10 increments.

That is what I have noticed as well. It only depends on the culture you're using with the buildings in your city, so your population is completely irrelevant. As soon as you construct or upgrade a building that requires culture, all the bonus levels increase their requirement but it's definitely not linear. For example I may need 20 culture to go from level 0 to level 1, 30 to go from level 1 to level 2, and then 70 to go from level 2 to level 3. Those are not actual numbers, made them up to give an example of how disproportionate the requirements are from level to level.
 

DeletedUser

Guest
As soon as you construct or upgrade a building that requires culture, all the bonus levels increase their requirement but it's definitely not linear

It's not always. When I went from 427 base required culture to 433 base required culture, the requirement for 'sunny' bonus (+170%) stayed equal, at +640. That's why I suspect there may be fixed 'steps'.

Bottom line for practical gameplay: if one of your buildings tells you that by upgrading it you will be needing let's say 10 more culture, you will actually need some more culture to maintain your current bonus, because not only your base requirement go up but also all bonus requirements have an 'increased increment'.

PS: For FoE players, remember that population is irrelevant here for calculating culture bonus.
 

DeletedUser

Guest
I'm not entirely sure if popluation is irrelevant for that, at least the working population. Had a few cases where I thought I had figured it out and suddenly a change in the percentage of working population compared to total population messed it all up lol.

Agreeing with you guys on the rest though, thats basically what I recognized aswell so far. When a building needs culture to upgrade, this only refers to the REQUIRED culture. But increasing the REQUIRED culture automatically decreases the AVAILABLE culture. In addition to that the needs for AVAILABEL culture rise aswell so I think the later the game goes the bigger becomes the gap to fill....which makes neighbourly help almost inevitable. Which (I think) is intended and a huge part of the game but so far most players seem to focus on themselves and not playing together that much. Looking forward for Guilds/Alliances!! :D
 
Top