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Dwarf Fortress => DF Gameplay Questions => Topic started by: chaswick on August 01, 2007, 09:57:00 pm

Title: Skill experience vs. time to complete job
Post by: chaswick on August 01, 2007, 09:57:00 pm
I know everyone's computer runs the game at different speeds, but I am wondering if anyone has pinned down the multiples used when a dwarf executes a skilled task (eg mining, crafting, etc).  I am curious to know how much faster a 'named' dwarf, eg. 'Miner' is than a no-name dwarf doing the same skil, and other such comparisons.  Before I embark on trying to get an estimate myself I am wondering if anyone else has any ideas (roughly).  Do you think that the multiples are the same regardless of skill?  or maybe some skills result in much faster increases than others?  Just looking for input...
Title: Re: Skill experience vs. time to complete job
Post by: Mechanoid on August 01, 2007, 10:22:00 pm
Dwarves do work faster the more skilled they are... I think it's something like 20 legendary-produced items to the novice's 1 (though that may be the engraving statistic) Maybe, i'm not certain. Agility plays a part in it, that's for sure (a agile or super-agile novice does more then a regular novice)
[Travel /hauling time and interuptions also play a part]

[ August 01, 2007: Message edited by: Mechanoid ]

Title: Re: Skill experience vs. time to complete job
Post by: RPB on August 01, 2007, 10:26:00 pm
quote:
Originally posted by chaswick:
<STRONG>or maybe some skills result in much faster increases than others?</STRONG>

I think this is the case, at least in a few areas. Seige operation, for example. Loading a catapult seems to be about the longest job there is for unskilled dwarves, but legendary seige operators do it basically instantly.

Also, to add to Mechanoid's comments, for workshop tasks clutter plays a huge role. In an uncluttered workshop a legendary dwarf can do jobs basically as quickly as they can haul in materials, since it takes them a fraction of a second to actually do the task. Of course, if you have a legendary dwarf running a workshop it's going to get cluttered very quickly, and then it slows down a bit...

[ August 01, 2007: Message edited by: RPB ]

Title: Re: Skill experience vs. time to complete job
Post by: ricree on August 01, 2007, 11:14:00 pm
Just take a look at legendary miners.  Those guys can practically walk through rock when they're digging.
Title: Re: Skill experience vs. time to complete job
Post by: chaswick on August 02, 2007, 01:10:00 am
I have done a preliminary test on a new map with a peasant, novice, and proficient miner:

Each began a separate one tile wide mineshaft, dug for about 10 or so tiles.  I created doors and locked each 'miner' in a one square room.  I set them to continue mining their shafts.  They commenced at the same time.

After one minute I observed that all had ended at close to a perfect time (the square they were working on was fully yellow for all).  I also observed that no ore or gems were encountered in any of the shafts.  Results:

The 'dabbler' mined 7 squares.
The 'novice' mined 9. (1.28 x)
The 'proficient' mined 15.  (2.14x)

I did the same thing with three 'masons'.  Had a fully stocked 3x3 pile next to the workshop to reduce hauling times for each.  Made sure workshop was uncluttered.  Results for that test were that the dabbler and novice produced at about the same rate.  Proficient was a little short of half ( around 20 secs vs around 35-45 secs) as long as the other two.

Conclusions:
I believe that the classified skill level ('dabbler', 'novice', etc) is what determines speed, not the raw exp.  So, I contend a 499 point dabbler is no more efficient than a 1 point dabbler.  I believe the times ( in seconds) used in the study are not exact because CPU utilization varies over time.  Within a 1 minute window it does not seem to change, but as events unfold in the game or on the computer, comparing raw timing data from one period to another is error prone (hence the range for masonry).  I do believe we can say that for mining and masonry a proficient dwarf is about twice as effective as a dabbler.  Note:  I used a dabbler and not an unnamed dwarf to minimize variables.  All peasants did the skill at least once before the study.

Thoughts / comments / other skill comparisons?

Title: Re: Skill experience vs. time to complete job
Post by: Eagle of Fire on August 02, 2007, 02:20:00 am
I am pretty sure that what really change the work speed is the stat attribute of the Dwarves... Which they get by leveling up their skills.

Compare a paysant to a Legendary miner... It doesn't matter much if the skill indeed reduce mining time, the Legendary Dwarf will simply zip past the paysant in whatever they do as long as he have one or more points added up in Agility.

Title: Re: Skill experience vs. time to complete job
Post by: Veroule on August 02, 2007, 08:32:00 am
My studies by working dwarves to legendary into just about every skill comes up with a few things.

There is a base speed for the game, and a creature speed figured from the SPEED tag and the Agility of the creature.  The base speed is divided by the creature speed.

Next the weight of objects in the job and the Strength of the creature is considered.  This will further reduce the creatures speed while doing that task.

Finally the job has a time count that is modfied by the skill level of the creature doing the job.

Once the creature has been at the job for the jobs time count it is done, and the way that is counted is adding the creatures speed for that job up each time until the total is greater or equal to the required time.

This is why an Ultra-Mighty, Perfectly Agile, Skilled operator can load a catapult just as fast as a Legendary operator without the stat gains.

Also skill levels above Legendary keep going, by they aren't named anything else.  Stat gains above Perfect, Ultra, and Super are also there.  All of these seem to be done with a hyperbolic progression, so the low and high ends make small differences in terms of what we can see.  The middle makes the most rapid improvements.

Title: Re: Skill experience vs. time to complete job
Post by: hactar1 on August 02, 2007, 08:35:00 am
The mining skill influences how fast he clears rock.  The agility attribute influences how fast he moves to the next square and continues mining.  So for two legendary miners, who take next to no time to clear a square of rock, the more agile of the two will certainly mine much faster.  But for two novice miners, the bulk of the time is spent clearing rock, and differences in agility will matter less.
Title: Re: Skill experience vs. time to complete job
Post by: Albert the Absentminded on August 02, 2007, 09:33:00 am
Agility determines how often you get a turn. Skill determines how many turns you need to complete a task.

-Albert

Title: Re: Skill experience vs. time to complete job
Post by: Zhentar on August 02, 2007, 12:59:00 pm
quote:
Originally posted by RPB:
<STRONG>
I think this is the case, at least in a few areas. Seige operation, for example. Loading a catapult seems to be about the longest job there is for unskilled dwarves, but legendary seige operators do it basically instantly.
</STRONG>

Strength is a major factor in this. Dwarves hold the stone while they're loading a catapult, and they must be Very Strong to hold a stone without encumbrance. With no extra strength, they work very slowly.

Title: Re: Skill experience vs. time to complete job
Post by: chaswick on August 02, 2007, 06:41:00 pm
Wow guys, thanks for the great stuff!  Veroule in particular I am interested in these conclusions you have drawn.  My whole goal (originally) in posing this question was to try and come to an assessment of dwarvish skills for starting builds.  

I realized I had no way of evaluating whether I was gaining or losing by choosing a 'competent' skill or a 'proficient' skill and paying extra.  I am sure Toady has considered those in his calcs of point cost.  I am interested in what I gain by choosing 'Skilled Miner' over 'Miner', e.g.  

Regarding the theory about hyperbolic increases, it DID seem like there was a tipping point where efficiency really starts to improve and jobs get done faster.  This could be utilized in designing starting builds by identifying certain jobs in that build where their efficiency isn't needed except at certain points in the game.  "If I will need that grower to start producing immediately, what skill level is the lowest I can get away with?" e.g.).  I am looking for a more concrete way to identify that tipping point (and also just looking to kill time  :) ).  

As an offshoot, has anyone categorized jobs by more strenght intensive / more agile / long base times / etc to breakdown the output of various workshops or how many can be done in a (dwarven) day?  I myself didn't realize how slow making a door was at first.

Thanks all.