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Juan
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« on: 05/25/04 at 04:54 AM »

How can i satisfy my relegious faction?
I have 1 church fully staffed and 1 cathedral( fully staffed)

My population is 300

do i need more?

how can i make the churchgoers believe that i am truly a man of god?

Oh and i am an ugly compulsive gambler
but i also have a contraception ban ,pope says two thumbs up, the word of god Smiley
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Privateer0
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« Reply #1 on: 05/25/04 at 01:06 PM »

I'm not sure you can satisfy them completely. People only seem to go to church when they absolutely need to - before that they tough it out. As a result, on average, their religious fulfilment is rather low, which is what seems to bother the church the most.
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MrManganese
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« Reply #2 on: 05/25/04 at 04:31 PM »

The highest I've been able to get my overall religious satisfaction rating has been about 85. Cathedrals are supposed to give 95-100.. yet when I build many cathedrals the rating still does not increase. Maybe it's because there are newborns and people fresh off the boat and their low low ratings are pulling the average down quite a bit.
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« Reply #3 on: 05/25/04 at 05:31 PM »

You probably need one cathedral for every 150 or so people... and make sure you have enough bishops to keep the guest slots open. I have gotten my Religious satisfaction to 100% temporarily, by using the Papel visit edict.
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« Reply #4 on: 05/26/04 at 01:52 AM »

Ah yes, papal visit will do it for me too, but if only it weren't a one-timer. I'd have the pope living on my island XD
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Juan
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« Reply #5 on: 05/26/04 at 04:06 AM »

thanx guys
Brf stated that u needed a cathedral per 150 people.
Can u give me ratio pertaining to churches
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MrManganese
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« Reply #6 on: 05/26/04 at 04:40 AM »

Okay.. let's say on average people spend 2 months walking to a church, and then they typically spend 2 months in church. That's four months each person spends occupying a church slot, of which there are 12. So, if people needed to visit church once a year then a church running at optimal efficiency would serve 12 (seats) * 12 (months) = 144 (seat months) / 4 (seat months per person per year) = 36 (people sustained by each church).

This is an optimal figure; this would be if your church were kept constantly full and as soon as someone leaves another person would take his place. That's not realistic at all; when someone leaves, it's probably going to be a while before that space is filled, and we're going to need a good number of empty spaces to ensure that people who happen to need religion at this moment will find an empty seat. So let's assume it will serve 75% of that number of people, i.e. 27 people per year.

Now consider that not everybody requires church attendance once a year. Only die-hard religious faction supporters require church every year. Strong faction members only require it once every two years, moderate supports require it every four years, and detractors require it every eight years. To convert those people into the equivalent of die-hard supports, we shall divide their numbers by the number of years it is before they need religion.

So let's say your population is like mine, with 1.7% die-hard supporters, 6.1% strong supporters, 22% moderate supporters, and 70.2% detractors.

1.7% / 1 = 1.7%
6.1% / 2 = 3.05%
22% / 4 = 5.5%
70.2% / 8 = 8.775%
Sum total = 19.025%

So the population of my island only uses 19.025% of the religious demand from the figure we calculated when we assumed that everyone needs access once a year. So in theory we can serve about 5 times the number we figured out earlier.

27 (people sustained per church assuming a visit each year) / .19025 = 141.91 (people sustained per church on my island)

You'd have to do the calculations a little differently for your island, considering that your religious faction makeup is probably different. Also, to assume that the church is only 75% efficient is totally arbitrary, I drew that number from the approximate usage I see in my churches. The assumed two month transit time is also variable.. it wouldn't be the same if your church were on the opposite side of the island. Two months is a fairly safe estimate though.
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« Reply #7 on: 05/26/04 at 04:48 AM »

BTW, for anyone who's interested, the values I took for people needing access every year, two years, four years, and eight years... I took those values from a game on moderate difficulty (both political and economic). I haven't done testing on other difficulty settings, though they seem like pretty round numbers and I'd be surprised if they were any different. If someone wants to make a contribution to my research you could conduct an experiment with another difficulty level. I got tired of sitting around and waiting for people to decide they've gone long enough without confessing.
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« Reply #8 on: 05/26/04 at 09:29 AM »

thanx guys
Brf stated that u needed a cathedral per 150 people.
Can u give me ratio pertaining to churches


You should have only the one church... and fire all the priests and close off the slots. The quality level of the church will actually lower religion quality if you are shooting for a higher satisifaction than about 50.
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MrManganese
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« Reply #9 on: 05/27/04 at 12:05 AM »

Blast you, Brf! Laugh! You know you want to!
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« Reply #10 on: 05/27/04 at 08:13 AM »

Hmmm? I wasnt the first to say this... These strategies have been hashed out before. Likewise, if you are trying to maximize healthcare, you should also have only one clinic, with closed slots.
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« Reply #11 on: 05/27/04 at 02:35 PM »

No no no, I mean laugh... at all my ridiculously tedious calculations to arrive at that value for how many people a church can sustain.
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« Reply #12 on: 05/27/04 at 04:16 PM »

Yeah.... I was giggling a little as I was writing that  Grin
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« Reply #13 on: 11/03/11 at 01:26 PM »

An Answer
to the players who
consider the religious "need" to
be something they can ignore.

This seems like an appropriate thread to take up with a renewed discussion of the issues with considerations of some of the newer information we have.

BTW, ..., the values I took for people needing access every year, two years, four years, and eight years: I took those values from a game on moderate difficulty (both political and economic). I haven't done testing on other difficulty settings, though they seem like pretty round numbers and I'd be surprised if they were any different. ...

I suspect that there may be a difference based on a change in the tilt of the straight line progression which defines diffculty levels; in this case, the political slider.

I certainly respect MrManganese's observations. However, I am sad that he did not correlate faction support levels with the happiness factor shown on that panel for each individual.

The Understanding Your Citizens display has seven panels. Three are (IMHO) critical to evaluating this painfully gathered observational data. The 'Overall' panel contains the meters which show the five basic needs (which some folks prefer to call needs and desires). We know that these meters exhaust themselves at different rates for different individuals according to a complex set of algorithm variables. The 'Happiness' panel contains eleven meters of a different type. These meters show the individual's current level of satisfaction for the ten factors which provide the weighted data averaged to show an 'overall' level used to derive an average for the entire population. The weighted part is very important. Not all citizens have an equal attitude about each factor. The difference in attitudes is shown by the coloration of the label for each of the ten factors; the brighter ones have the weight. There is some deductive evidence that the weighted happiness factors as directly related to the needs meters cause them to exhaust at different rates. The 'Political' panel shows the individual's level of positive support for the political factions. While these levels do indicate some things about how the individual performs in some action algorithms -- such as job selection -- there is no deductive evidence that they have any causal effect on the exhaustion rates of the needs meters.

Therefore, I have to draw different conclusions from MrManganese's observations data.

I believe that there may be four (or five with the fifth being nul) levels of importance assigned to each of the ten 'happiness' factors, and probably they are not easy to see. Besides, no one has really looked and reported with any care about this distribution. Do you suppose that the developers constructed a matrix for the random assignment of the weights so that needs and non-needs would always be equally "hit?"

Based on MrManganese's reported data about the exhaustion of the "Religious Needs Meter," I opine that the three service needs meters hit the red-line within the parameters of:
  • The Elapse of twelve months
  • The Elapse of 24 months
  • The Elapse of 48 months
  • The Elapse of 96 months
I have to be suspicious of the fourth, long period. It is a bit too linked with the preconceived notion of a faction die hard, strong, support and 'detractor' distribution.

In any case, the player can assume that not every citizen will look for a religious building to visit on the same schedule. But he should not assume that the citizen's faction support is a stronger indicator than the "highlight" on the happiness panel.
« Last Edit: 11/05/11 at 09:08 AM by Coconut Kid » Report to moderator   Logged

Coconut Kid
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« Reply #14 on: 11/05/11 at 09:25 AM »

Important Cross Reference Links:

Manipulating Units by "Mode"
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=11451.0

how to raise religion
http://www.the-nextlevel.com/tropico/cafe/index.php?topic=667.0
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