UI stats are calcualted over the last 20 real attempts. Skipped does not count 
as attempt. It is build like a shifting register with 20 positions containing 
true or false. it is falling faster for most buildings due to the fail time is 
shorter than working time. if fail time is really short it falls down very fast 
in result (atlantean toolsmithy e.g) interesting part is we calculate 2 values: 
the percentage (number of true / 20) and the trend (number of true in last 10 
attempts / 10).  

>From my perspective the only way to control a buildings productivity is the 
>supply of wares. In fact we have the time of one work cycle to supply the 
>wares for the next cycle. To cope with economy shortfalls we have a buffer of 
>normally around 1 cycle in the input queues. So for me the attempt based 
>statistics is a good indication whether we supply a building properly. An 
>additional building is only reasonable if the current buildings are supplied 
>properly.   
-- 
https://code.launchpad.net/~widelands-dev/widelands/ai_productionsites_statistics/+merge/367613
Your team Widelands Developers is requested to review the proposed merge of 
lp:~widelands-dev/widelands/ai_productionsites_statistics into lp:widelands.

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