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The more resolve you have above the threshold, the faster your reputation grows. You can see the exact rate by hovering the mouse cursor over the blue reputation gauge.
selling literally every resource you dont need is the cheatcode to this game
Btw what does the trade relationship change? Does it increase the value of a trade route?
Someone was actually just talking about this in the discord. Its something along the lines of (current resolve x population /1800 = rep/min), and lizards, harpies & foxes apparently gen 1.5x faster.
That probably means that mathematically the optimal use of luxury goods and other spendable resolve boosters is to target resolve to just under what your next threshold would be, prioritizing your larger pops and faster genning species.
Though if you have the resources to blow through two thresholds back-to-back thats still going to be better.
If their formula is correct, this graph integrates the rep function to calculate how many of a given resource is needed to generate x rep points from resolve, and how long it will take.
I did this because some of the really top players just intuit this crap, but I dont. They talk about finishing up a game by buying luxuries, im over here like .......???????? how many?
well now we know.
Its really complicated, but it needs to be to be that dynamic and more than just a table
The integral outputs a value which is how many rep points will be generated by all the sliders
F - Is a good estimate of how many of a luxury is needed. The math here is impossible to fully reproduce in-game results, basically because rest time can be massively extended.
T2 - Is the length of time we're calculating. In the example its set to 2.5 minutes.
S - Is the starting rep for our species in question
P - Is the population for our species in question
T - Is the rep threshold we're looking to cross, this is important because part of what we're calculating is the fact that our species average resolve only goes up when each villager takes their break and eats their luxury, and you get now value till the species average crosses that threshold.
R - Is the rest time of the species in question in seconds. I dont think this graphing website does radio buttons or I would just input the values for you
L - Is the resolve delta of the luxury or whatever in question, so for Leisure for example it would be 8
B - is for whether its a fast species or a slow species, move this slider to 1 if its humans/beavers, put it to 1.5 for the others.
Basically put in all the givens, then play with the T2 slider till you get the outputs you're looking for from the integral and F.
If you're favoring, include that in the S slider.
Please feel free to check my work, I nearly failed calculus and it was 15 years ago.
Edit: I also just included an optional cutoff timer
C - a slider that can be used to truncate our resolve function to less than the upper bound of the integral, useful for modeling falloff
F2 - Output of the luxuries used with the C cutoff
You can use this to for instance see how much rep you might generate if you dont have enough goods for your whole population, and to model the falloff in your population's resolve as they run out.
If you use the example, you can slide the C slider down to see how much resolve you would generate if you only had 20 of the luxury(ale) for your 30 humans, and it turns out its more than a full point.
It also means even more that boosting one species at a time is better, and your highest pop is priority is preferable, because if Rep/Min is basically multiplicative of Rep/Pop, and if you're going to be spending products temporarily to boost resolve, you want to spend as many as possible at once to dunk a huge resolve value all in one year. A 20pop of harpies can get over 6.5 Rep in a single drizzle+clearance if you line everything up correctly.