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scaling chart Sticky

A topic by Blackdoggo created Feb 20, 2025 Views: 1,270 Replies: 8
Viewing posts 1 to 8
(+6)

for each mason, you need 61 peasant distributed like this:

mason = 1
lumber = 22
stone = 5
clay digger = 10
clay baker = 10
hunter = 7
coal = 2
torch = 2 
explorer = 2
(5 edits) (+5)

for each sergeant, you need 41 peasants distributed like this:


sergeant = 1
wood = 5
hunter = 18
tanner = 1
coal = 6
torch = 3
iron miner = 3
iron smelter = 3
sword = 1 
(2 edits) (+3)

here is a python script for calculating the number of masons you need based on how many peasants you have

def calc_mason(num_mason):
 lumber = 22 * num_mason
 stone = 5 * num_mason
 clay = 10 * num_mason
 hunter = 7 * num_mason
 coal = 2 * num_mason
 torch = 2 * num_mason
 explore = 2 * num_mason
 print(
 f"lumber {lumber}\n stone {stone}\n clay_digger {clay} \n clay baker {clay}\n hunter {hunter} \n coal {coal} \n torch {torch} \n explore {explore}\n\n"
 )
def calc_num_mason():
 num_peasant = int(input())
 num_mason = num_peasant // 61
 print(f"num mason {num_mason}")
 calc_mason(num_mason)
calc_num_mason()
(1 edit) (+1)

note: this calculation doesn't account for food, so you may run out of food. Also, there is a charm that handle cascade assignment, so you won't need to manually scale once it's unlocked

Each mason reduces your peasants by 61 and requires 45 additional food, so the net food impact is -106.
Each sergeant reduces your peasants by 41 and requires 18 additional food, so the net food impact is -59.

Developer(+1)

High-effort post, thanks for posting this! I'm sure the community will appreciate it :3

Developer

I've allowed myself to sticky your post! Would have done it before, but we are still learning how the Itch "Community" tab really works

This is just an expantion from blackdoggos great post:


for a stable growth in your army + a stable growth in your peasants amount (as this has 4/5 of the bonusses of the mason, so you get 1 building extra for every mason, no other materials grow in amount in this.)

4 sergeant, 1 mason, 10 clay baker, 10 clay digger, 105 peasants, 79 hunters, 2 explorers, 14 torchman, 26 coal miners, 42 lumberjacks, 5 stone miners, 4 swordsmiths, 12 iron smelters, 12 iron miners, 4 tanners

This also includes peasants, so you need to divide your number of total peasants by 330 to know how many you can utilise, no loss of food.


if any of this is wrong (i don't think so but it could always be a head calculation i did wrong), just tell me.

(4 edits)

I'll toss my own scaling ratio onto the pile, simply to record it and for those who might want to use it.

So. I took the approach of wanting to have +1 [resource] for every possible thing at once, balancing every job around that principle. That led to this particular ratio.

  • Lumberjacks = 37
  • Stone Miner = 6
  • Clay Digger = 12
  • Clay Baker = 11
  • Hunter = 48
  • Tanner = 3
  • Coal Miner = 20
  • Torch Man = 12
  • Iron Miner = 8
  • Iron Smelter = 7
  • Swordsmith = 2
  • Explorer = 3
  • Mason = 1
  • Sergeant = 1
  • Food = 76
  • Peasant = 1
  • Total = 248

Following this ration ensures that you'll always have an equal growth of every single resource at once. It might look a bit messy, but it works. 

Edit: forgot to include Food, Peasant, and Total values. And with that, I have a completed ratio that allows for equal growth of all resources at once.