Difference between revisions of "Hörgr of Makar/Spread"

From BattleMaster Wiki
Jump to navigation Jump to search
Line 1: Line 1:
 
{| style="background:none" cellpadding="2"
 
{| style="background:none" cellpadding="2"
|+ '''Graphic Representation'''
+
|+ '''Graphical Representation'''
 
|-style="background:#d0d0d0"
 
|-style="background:#d0d0d0"
 
! Overall !! Population %
 
! Overall !! Population %
Line 10: Line 10:
 
<pre>Map Type: Overall
 
<pre>Map Type: Overall
  
                    This map type adopts a dynamic scale with a slightly  
+
This map type adopts a dynamic scale with a slightly  
 
complex algorithm behind, which means the color scale is depend on the  
 
complex algorithm behind, which means the color scale is depend on the  
 
range of values from the input data, and, as such, unsuitable for  
 
range of values from the input data, and, as such, unsuitable for  
Line 16: Line 16:
 
evaluations.
 
evaluations.
  
                    In brief, a total of four scores are calculated and  
+
In brief, a total of four scores are calculated and  
 
summed up against each region, with the region owning the highest sum  
 
summed up against each region, with the region owning the highest sum  
 
features the deepest color. The exact method in which these scores are  
 
features the deepest color. The exact method in which these scores are  
 
evaluated is as the following:
 
evaluated is as the following:
  
                    ScorePopulation (#) = 0.001 * Population (#)
+
  ScorePopulation (#) = 0.001 * Population (#)
  
                        :: 1 score per 1000 population as followers.
+
      :: 1 score per 1000 population as followers.
  
                    ScorePopulation (%) = 0.25 * Population (%) - (0.1 *  
+
  ScorePopulation (%) = 0.25 * Population (%) - (0.1 * ScorePopulation (#))-1
ScorePopulation (#))-1
 
  
                        :: 1 score per 4 % of population as followers,  
+
      :: 1 score per 4 % of population as followers, with a hyperbolic handicap
with a hyperbolic handicap preventing regions with extremely low  
+
            preventing regions with extremely low population scoring high in this category.
population scoring high in this category. For instance, considering a  
+
            For instance, considering a region 100 % converted; if the said region has a
region 100 % converted; if the said region has a population of 20000 or  
+
            population of 20000 or above, it yields 25 score; 10000 population equals 24
above, it yields 25 score; 10000 population equals 24 score; 1000  
+
            score; 1000 population is 15 score; a population of 400 or below will be
population is 15 score; a population of 400 or below will be rendered to  
+
            rendered to receive no score at all.
receive no score at all.
 
  
                    ScoreTemple = (ScorePopulation (#) + ScorePopulation  
+
  ScoreTemple = (ScorePopulation (#) + ScorePopulation(%)) * ln(Temple (^) + 1)
(%)) * ln(Temple (^) + 1)
 
  
                        :: The size of the temple serves as a natural  
+
      :: The size of the temple serves as a natural logarithmic multiplier
logarithmic multiplier to the sum of the above two scores. For instance,  
+
        to the sum of the above two scores. For instance, no temple returns no
no temple returns no bonus; a size 1 temple produces 69.3 % of the sum  
+
        bonus; a size 1 temple produces 69.3 % of the sum of ScorePopulation (#)
of ScorePopulation (#) and ScorePopulation (%) as the extra score; size  
+
        and ScorePopulation (%) as the extra score; size 3 can expect a multiplier
3 can expect a multiplier of 138.6 %; for size 5 it is 179.2 %. The  
+
        of 138.6 %; for size 5 it is 179.2 %. The impact for a huger temple thins
impact for a huger temple thins out as the size increases; a size 10  
+
        out as the size increases; a size 10 temple gives a multiplier of 239.8 %
temple gives a multiplier of 239.8 % while a size 11 will give 248.5 %  
+
        while a size 11 will give 248.5 % only.
only.
 
  
                    ScoreShrine = (ScorePopulation (#) + ScorePopulation  
+
  ScoreShrine = (ScorePopulation (#) + ScorePopulation (%)) * log(Shrine (#) + 1) / eTemple (^)
(%)) * log(Shrine (#) + 1) / eTemple (^)
 
  
                        :: The number of shrines is handled in a method  
+
      :: The number of shrines is handled in a method  
very much similar to the size of the temple; however, the common  
+
        very much similar to the size of the temple; however, the common  
logarithm is used instead, to reflect the lighter effect of shrines over  
+
        logarithm is used instead, to reflect the lighter effect of shrines over  
temples. Moreover, the presence of a temple decreases the significance  
+
        temples. Moreover, the presence of a temple decreases the significance  
of shrines exponentially as its size increases and in turn the score in  
+
        of shrines exponentially as its size increases and in turn the score in  
this category as well.
+
        this category as well.
  
                    It must be noted that all of the above are based on  
+
It must be noted that all of the above are based on  
my personal interpretations.
+
my (Gias Key Lee) personal interpretations.
  
                    Below are the sums of all of the regions:
+
Below are the sums of all of the regions:
                    (ScorePopulation (#) + ScorePopulation (%) +  
+
  (ScorePopulation (#) + ScorePopulation (%) + ScoreTemple + ScoreShrine = ScoreSum)
ScoreTemple + ScoreShrine = ScoreSum)
 
  
                        Yule: 1.27 + 17.075984252 + 0 + 0 = 18
+
        Yule: 1.27 + 17.075984252 + 0 + 0 = 18
                        Jerkel: 1.74 + 19.2028735632 + 0 + 0 = 21
+
        Jerkel: 1.74 + 19.2028735632 + 0 + 0 = 21
                        Tellwood: 2.1 + 20.1880952381 + 0 +  
+
        Tellwood: 2.1 + 20.1880952381 + 0 + 15.4489303743 = 38
15.4489303743 = 38
+
        Freezefist: 1.42 + 17.8827464789 + 0 + 13.3796442989 = 33
                        Freezefist: 1.42 + 17.8827464789 + 0 +  
+
        Lower Tell: 1.64 + 18.8274390244 + 0 + 0 = 20
13.3796442989 = 33
+
        Lamia: 1.23 + 16.7949186992 + 5.42604119786 + 0 = 23
                        Lower Tell: 1.64 + 18.8274390244 + 0 + 0 = 20
+
        Wispen: 7.52 + 23.595212766 + 0 + 43.1348440025 = 74
                        Lamia: 1.23 + 16.7949186992 + 5.42604119786 + 0  
+
        Upper Tell: 0.97 + 14.5907216495 + 0 + 0 = 16
= 23
+
        Howling Waste: 2.32 + 20.5146551724 + 2.52877243102 + 15.8277768518 = 41
                        Wispen: 7.52 + 23.595212766 + 0 + 43.1348440025  
+
        Egret's Rock: 5.33 + 20.3238273921 + 0 + 17.7818781274 = 43
= 74
+
        Sale: 13.593 + 18.5893272272 + 0.177439085753 + 51.7954575499 = 84
                        Upper Tell: 0.97 + 14.5907216495 + 0 + 0 = 16
+
        Ashmoor: 3.18 + 13.5803459119 + 0 + 0 = 17
                        Howling Waste: 2.32 + 20.5146551724 +  
+
        Makar: 11.33 + 13.9423874669 + 0 + 27.7645554351 = 53
2.52877243102 + 15.8277768518 = 41
+
        Uforth: 2.59 + 10.013996139 + 0 + 0 = 13
                        Egret's Rock: 5.33 + 20.3238273921 + 0 +  
+
        Fiddleford: 4.62 + 11.1104978355 + 0 + 0 = 16
17.7818781274 = 43
+
        Shiverwood: 1.1 + 3.43409090909 + 0 + 0 = 5
                        Sale: 13.593 + 18.5893272272 + 0.177439085753 +  
+
        Icegate: 3.51 + 6.275997151 + 2.94587867993 + 0 = 13
51.7954575499 = 84
+
        Melmoor: 1.83 + 1.08551912568 + 0 + 0 = 3
                        Ashmoor: 3.18 + 13.5803459119 + 0 + 0 = 17
+
        Moramroth: 0.9 + 0 + 0 + 0 = 1
                        Makar: 11.33 + 13.9423874669 + 0 + 27.7645554351  
+
        Saradic: 0.59 + 0 + 0 + 0 = 1
= 53
+
        Belegrond: 0.4 + 0 + 0 + 0 = 0
                        Uforth: 2.59 + 10.013996139 + 0 + 0 = 13
+
        Mansbridge: 0.29 + 0 + 0 + 0 = 0
                        Fiddleford: 4.62 + 11.1104978355 + 0 + 0 = 16
+
        Dunstoke: 0.09 + 0 + 0 + 0 = 0
                        Shiverwood: 1.1 + 3.43409090909 + 0 + 0 = 5
+
        Cheltenborne: 0.38 + 0 + 0 + 0 = 0
                        Icegate: 3.51 + 6.275997151 + 2.94587867993 + 0  
+
        Lyton: 0.15 + 0 + 0 + 0 = 0
= 13
+
        Dondor: 0.1 + 0 + 0 + 0 = 0
                        Melmoor: 1.83 + 1.08551912568 + 0 + 0 = 3
 
                        Moramroth: 0.9 + 0 + 0 + 0 = 1
 
                        Saradic: 0.59 + 0 + 0 + 0 = 1
 
                        Belegrond: 0.4 + 0 + 0 + 0 = 0
 
                        Mansbridge: 0.29 + 0 + 0 + 0 = 0
 
                        Dunstoke: 0.09 + 0 + 0 + 0 = 0
 
                        Cheltenborne: 0.38 + 0 + 0 + 0 = 0
 
                        Lyton: 0.15 + 0 + 0 + 0 = 0
 
                        Dondor: 0.1 + 0 + 0 + 0 = 0
 
  
                    Consequently, Sale was evaluated to account for a  
+
      Consequently, Sale was evaluated to account for a  
top score of 84, thus considered by this algorithm as the most important  
+
      top score of 84, thus considered by this algorithm as the most important  
region to this religion.
+
      region to this religion.
 
</pre>
 
</pre>
  
 
All information on this page is OOC unless otherwise noted.
 
All information on this page is OOC unless otherwise noted.

Revision as of 22:54, 15 February 2007

Graphical Representation
Overall Population % Population # Temples & Shrines
Horgrspread.png Horgrspread2.png Horgrspread3.png Horgrspread4.png
Map Type: Overall

This map type adopts a dynamic scale with a slightly 
complex algorithm behind, which means the color scale is depend on the 
range of values from the input data, and, as such, unsuitable for 
comparisons between religions; rather, its aim is on internal 
evaluations.

In brief, a total of four scores are calculated and 
summed up against each region, with the region owning the highest sum 
features the deepest color. The exact method in which these scores are 
evaluated is as the following:

   ScorePopulation (#) = 0.001 * Population (#)

      :: 1 score per 1000 population as followers.

   ScorePopulation (%) = 0.25 * Population (%) - (0.1 * ScorePopulation (#))-1

      :: 1 score per 4 % of population as followers, with a hyperbolic handicap
            preventing regions with extremely low population scoring high in this category.
            For instance, considering a region 100 % converted; if the said region has a
            population of 20000 or above, it yields 25 score; 10000 population equals 24
            score; 1000 population is 15 score; a population of 400 or below will be
            rendered to receive no score at all.

   ScoreTemple = (ScorePopulation (#) + ScorePopulation(%)) * ln(Temple (^) + 1)

      :: The size of the temple serves as a natural logarithmic multiplier
         to the sum of the above two scores. For instance, no temple returns no
         bonus; a size 1 temple produces 69.3 % of the sum of ScorePopulation (#)
         and ScorePopulation (%) as the extra score; size 3 can expect a multiplier
         of 138.6 %; for size 5 it is 179.2 %. The impact for a huger temple thins
         out as the size increases; a size 10 temple gives a multiplier of 239.8 %
         while a size 11 will give 248.5 % only.

   ScoreShrine = (ScorePopulation (#) + ScorePopulation (%)) * log(Shrine (#) + 1) / eTemple (^)

      :: The number of shrines is handled in a method 
         very much similar to the size of the temple; however, the common 
         logarithm is used instead, to reflect the lighter effect of shrines over 
         temples. Moreover, the presence of a temple decreases the significance 
         of shrines exponentially as its size increases and in turn the score in 
         this category as well.

It must be noted that all of the above are based on 
my (Gias Key Lee) personal interpretations.

Below are the sums of all of the regions:
   (ScorePopulation (#) + ScorePopulation (%) + ScoreTemple + ScoreShrine = ScoreSum)

         Yule: 1.27 + 17.075984252 + 0 + 0 = 18
         Jerkel: 1.74 + 19.2028735632 + 0 + 0 = 21
         Tellwood: 2.1 + 20.1880952381 + 0 + 15.4489303743 = 38
         Freezefist: 1.42 + 17.8827464789 + 0 + 13.3796442989 = 33
         Lower Tell: 1.64 + 18.8274390244 + 0 + 0 = 20
         Lamia: 1.23 + 16.7949186992 + 5.42604119786 + 0 = 23
         Wispen: 7.52 + 23.595212766 + 0 + 43.1348440025 = 74
         Upper Tell: 0.97 + 14.5907216495 + 0 + 0 = 16
         Howling Waste: 2.32 + 20.5146551724 + 2.52877243102 + 15.8277768518 = 41
         Egret's Rock: 5.33 + 20.3238273921 + 0 + 17.7818781274 = 43
         Sale: 13.593 + 18.5893272272 + 0.177439085753 + 51.7954575499 = 84
         Ashmoor: 3.18 + 13.5803459119 + 0 + 0 = 17
         Makar: 11.33 + 13.9423874669 + 0 + 27.7645554351 = 53
         Uforth: 2.59 + 10.013996139 + 0 + 0 = 13
         Fiddleford: 4.62 + 11.1104978355 + 0 + 0 = 16
         Shiverwood: 1.1 + 3.43409090909 + 0 + 0 = 5
         Icegate: 3.51 + 6.275997151 + 2.94587867993 + 0 = 13
         Melmoor: 1.83 + 1.08551912568 + 0 + 0 = 3
         Moramroth: 0.9 + 0 + 0 + 0 = 1
         Saradic: 0.59 + 0 + 0 + 0 = 1
         Belegrond: 0.4 + 0 + 0 + 0 = 0
         Mansbridge: 0.29 + 0 + 0 + 0 = 0
         Dunstoke: 0.09 + 0 + 0 + 0 = 0
         Cheltenborne: 0.38 + 0 + 0 + 0 = 0
         Lyton: 0.15 + 0 + 0 + 0 = 0
         Dondor: 0.1 + 0 + 0 + 0 = 0

      Consequently, Sale was evaluated to account for a 
      top score of 84, thus considered by this algorithm as the most important 
      region to this religion.

All information on this page is OOC unless otherwise noted.