Fleet tasks actually explained with math (Ft. Vetex) [A lot of math]

As of today, Vetex gave us the formula and somewhat explonation for how fleets work. If you want his text, here’s the link:

So here’s how fleets apperently work

Every 60 seconds, each ship’s task is processed. Each task has a chance value, which starts at some base and is increased (or “ticked”) every 60 seconds according to a formula. When the chance reaches or exceeds 1, the reward function for that task activates. After the reward activates, chance is reduced by 1.

So for example fishing = 1.4280 this exact minute.

  • Reward triggers 1 time → chance left = 0.4280
  • Next tick adds another 1.4280 → chance = 1.856 → reward triggers 1 time → chance left = 0.856
  • Next tick adds 1.428 → chance = 2.284 → reward triggers 2 times → chance left = 0.284

By “reward” it usualy means an item, which probably has their own “costs” to them, but its unknown. What do we know, is the scaling…

Most formulas include a logarithmic term based on your number of active followers aka fleet size. Example: math.log(1 + (FleetSize*0.001), 2)
This slowly increases the chance as your fleet grows, but with diminishing returns, because logarithms increase slowly at higher values. Each task uses slightly different scaling factors and logarithm bases.

I’ve decided to calculate the ‘reward’ each minute with a step of 500 followers for different tasks. For that, i first needed to find formulas, and here which i used:

Task Formula (chance per tick)
Fishing & Exploring (0.2 + LOG(1 + FleetSize*0.001, 2)) * 0.8
Harvesting (0.4 + LOG(1 + FleetSize*0.002, 2)) * 1.12
Conquest Lv1 (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.0
Conquest Lv2 (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.25
Conquest Lv3 (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.5
Conquest Lv4 (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 1.75
Conquest Lv5 (0.0625 + LOG(1 + FleetSize*0.0004, 3)) * 1.26 * 2.0
Trading 0.1 + 14 * (LOG(1 + 0.0004*FleetSize) / LOG(1 + 0.0004*26000))
Plunder (item) (0.1 + LOG(1 + FleetSize*0.002, 2)) * 0.75
Plunder (follower) 0.1 + LOG(1 + FleetSize*0.002, 2)

Few notes before we go. All tasks has modifers at the end (Conquest has 2), they are the avereged out randomness chances, as Vetex’s formulas have technically 2 formulas per task.
Exploring:

chance = 0.2 + (math.log(1+(FleetSize*0.001), 2))
chance *= random(6,10)x0.1

So i just turned random(6,10)x0.01 into a base multiplier of 0.8 (since (6+10)/2 is 8 and 8 x 0.1 is 0.8). But Conqueest has another modifer, those are levels. As apperently Conquest also takes in its task’s level, while other tasks use levels to expand their “shops” where they can spend their “Reward points”.
Conquest:

chance = 0.0625 + (math.log(1+(FleetSize*0.0004), 3))
chance *= random(4,10)*0.14
chance *= (conquest level rate multiplier)

For sake of sanity i chose simple 1, 1.25, 1.5, 1.75 and 2 as level multipliers, because if multiplier was 1, 2, 3, 4, 5, then Conquest 5 would litteraly give more rewards than Trading 5, which it is not…So anyway… I plugged those numbers into google spreadsheets and got this…

Tasks / Followers Fishing & Exploring Harvesting Conquest Lv1 Conquest Lv2 Conquest Lv3 Conquest Lv4 Conquest Lv5 Trading Plunder (item) Plunder (follower)
0 0.1600 0.4480 0.0788 0.0984 0.1181 0.1378 0.1575 0.1000 0.0750 0.1
500 0.6280 1.5680 0.2879 0.3598 0.4318 0.5037 0.5757 1.1489 0.8250 1.1
1000 0.9600 2.2232 0.4647 0.5808 0.6970 0.8131 0.9293 2.0356 1.2637 1.7
1500 1.2175 2.6880 0.6178 0.7722 0.9267 1.0811 1.2356 2.8038 1.5750 2.1
2000 1.4280 3.0486 0.7529 0.9411 1.1293 1.3175 1.5058 3.4814 1.8164 2.4
2500 1.6059 3.3432 0.8737 1.0922 1.3106 1.5290 1.7474 4.0875 2.0137 2.7
3000 1.7600 3.5922 0.9830 1.2288 1.4745 1.7203 1.9661 4.6358 2.1805 2.9
3500 1.8959 3.8080 1.0828 1.3535 1.6242 1.8949 2.1657 5.1364 2.3250 3.1
4000 2.0175 3.9983 1.1746 1.4683 1.7619 2.0556 2.3493 5.5968 2.4524 3.3
4500 2.1275 4.1686 1.2596 1.5745 1.8894 2.2043 2.5192 6.0232 2.5664 3.4
5000 2.2280 4.3226 1.3388 1.6734 2.0081 2.3428 2.6775 6.4201 2.6696 3.6
5500 2.3204 4.4632 1.4128 1.7660 2.1192 2.4723 2.8255 6.7913 2.7637 3.7
6000 2.4059 4.5925 1.4823 1.8529 2.2234 2.5940 2.9646 7.1401 2.8503 3.8
6500 2.4855 4.7122 1.5479 1.9348 2.3218 2.7087 3.0957 7.4689 2.9305 3.9
7000 2.5600 4.8237 1.6099 2.0123 2.4148 2.8173 3.2197 7.7799 3.0052 4.0
7500 2.6300 4.9280 1.6687 2.0859 2.5030 2.9202 3.3374 8.0750 3.0750 4.1
8000 2.6959 5.0260 1.7247 2.1558 2.5870 3.0181 3.4493 8.3557 3.1406 4.2

Conclusions

Uh…Idk. I love doing silly calculations…
Trading is by far the best tasks but you need more than about 1250 followers.

Oh, and yeah, for those who actually read all that, here’s little something to settle the debate among fleet captains.

ship types dont affect fleet output they only make it so ships are less damaged, from what i can tell (cuz moochezz coded the fleet system) only active followers affect the output of tasks and such

-Vetex

So yeah, brigs in command and vice command, whatever in fleets…oooor brigs to pay less for repairs…they just dont affect tasks.

10 Likes

how long did it take you to do this

Could this mean bigger fleets are a detriment to themselves?

Don’t get me wrong, I understand the message being sent. 30 brigs has more base rewards than 29 of them. However, the difference between 28 and 29 brigs is bigger than 29 and 30 brigs.

The thing I’m wondering about is repair costs. Since they scale more or less lineary, while rewards scale logarithmically, that means there is a certain point where repair costs surpass rewards.

Furthermore, it also means that there is a point where the fleet is at its most optimal, giving the most rewards and least repair costs in comparison, before repair costs start to catch up.

2 Likes

holy intelligent

nerd

Really cool seeing how fleets scale in graph form. Good job making this!

Didn’t expect trading to be this far ahead than the rest of the tasks, I wonder if they will nerf it in the future when fleet sizes expand.

Issue with trading is some of the reward might take the reward part of the fleet. I don’t know how this work nor I really understand this, but if I understand this right, everytime Chance >= 1, it will pull stuff from reward pool.

For Trading, this includes cannonballs. I’m pretty sure that cannonballs will take place of some rewards. Prolly get more cannonballs in place of drachma

The best i can described it, and how i understood it. Fleet tasks generate tokens which they then exchange for items. With 1 token can be used to get a lot of things, like, for example and not how it really is, 1 token = 5 seladed chests worthbof cannonballs or like 5 rare chests worthbof herbs…Smth like that ig?

I see, so im not too far off then. Thank you.