Hörgr of Makar/Spread

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Graphic 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 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.