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Banks
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Opening Hours
Bank | Opening Hours |
First City Bank | 08h to 15h |
Granite Bank | 09h to 18h |
Gram's Gold Exchange | 08h to 16h |
Accounts
Three accounts can be opened in each bank, for a total of 9 accounts. An account is defined by its interest rate, mean failure rate and minimum balance.
Bank | Account type | Interest | Failure probability | Min balance (in coppers) |
First City Bank | Low | 0.5 % | 0.3 % | 2 |
Med. | 0.9 % | 0.9 % | 4 |
High | 2.6 % | 3.0 % | 4 |
Granite Bank | Low | 0.5 % | 0.2 % | 2 |
Med. | 1.0 % | 1.0 % | 4 |
High | 2.7 % | 3.1 % | 4 |
Gram's Gold Exchange | Low | 0.6 % | 0.1 % | 6 |
Med. | 1.3 % | 1.0 % | 8 |
High | 3.2 % | 3.3 % | 8 |
Failures and interests of bank accounts are computed when the character enters the establishment, even if it's closed:
- Failures are first checked, from low to high failure accounts. For each day since last visit, a failure occurs if a random number is < to the failure probability of the account. In this case, the account is closed and all the deposit lost.
- Next, interests are checked for remaining accounts, from low to high failure accounts. For each day since last visit, interests are added to the account balance.
- The algorithm seems to contain a bug: when a failure occurs, the last visit date becomes the day after the failure. This gives the following strange behavior:
Days 1 2 3 4 5 6 7 8 9
Low K K F . . . . . . Step 1: Checking failure for low failure account.
A failure occurs 3 days after the last visit. Following checks will start from day 3.
Med. . . K K K K K K K Step 2: Checking failure for medium failure account, starting at day 3 instead of day 1!
No failure occurs.
High . . K K F . . . . Step 3: Checking failure for high failure account, starting at day 3 instead of day 1!
A failure occurs at day 5. Following checks will start at day 5.
Int. . . . . % % % % % Step 4: Adding interests for medium failure accounts, starting at day 5 instead of day 1!
Low and high failure accounts have been closed because of their failure.
For each step, the start should be day 1.
Appraisal
Gems and Jewelry can be appraised and sold at any bank, but each one appraises differently and for a different cost.
Bank | Gems | | Jewelry |
Appraisal cost (in coppers) | Quantity | Worth each (in gold pieces) | Average price (in gold pieces) | Appraisal cost (in coppers) | Quantity | Worth each (in gold pieces) | Average price (in gold pieces) |
First City Bank | 12 | [0; 3] ~ 1.5 | 3 | ~ 4.5 | 100 | [1; 32] ~ 8.75 (See formula below) | 1 (50 %) 3 (50 %) ~ 2 | ~ 17.5 |
Granite Bank | 10 | 3 (50 %) 4 (50 %) ~ 3.5 | ~ 5.25 | 120 | 1 (50 %) 3 (50 %) ~ 2 | ~ 17.5 |
Gram's Gold Exchange | 2 | 3 (37.5 %) 4 (12.5 %) 5 (37.5 %) 6 (12.5 %) ~ 4.25 | ~ 6.375 | 4 | 1 (50 %) 2 (25 %) 3 (25 %) ~ 1.75 | ~ 15.3125 |
The formula used to get the number of Jewelry is:
- Random [0; 31] & Random [0; 31] + 1
For example:
- 25 & 12 + 1 = 11001b & 01100b + 1 = 01000b + 1 = 8 + 1 = 9
The probability depends on the number of bits set when "anding" both random numbers (without adding the 1):
- 0.75 ^ NbBitsAt0 * 0.25 ^ NbBitsAt1
For example with 8 (01000b):
- 0.75 ^ 4 * 0.25 ^ 1 = 7.91 %
This gives the following probabilities:
1 | 2 | 3 | 4 | 5 | 6 | 7 | 8 | 9 | 10 | 11 | 12 | 13 | 14 | 15 | 16 |
23.73 % | 7.91 % | 7.91 % | 2.64 % | 7.91 % | 2.64 % | 2.64 % | 0.88 % | 7.91 % | 2.64 % | 2.64 % | 0.88 % | 2.64 % | 0.88 % | 0.88 % | 0.29 % |
17 | 18 | 19 | 20 | 21 | 22 | 23 | 24 | 25 | 26 | 27 | 28 | 29 | 30 | 31 | 32 |
7.91 % | 2.64 % | 2.64 % | 0.88 % | 2.64 % | 0.88 % | 0.88 % | 0.29 % | 2.64 % | 0.88 % | 0.88 % | 0.29 % | 0.88 % | 0.29 % | 0.29 % | 0.10 % |
Jobs
Every day, a roll is made for each bank to determine if it offers a job:
Bank | Probability to offer a job |
/256 | % |
First City Bank | 102 | 40 % |
Granite Bank | 179 | 70 % |
Gram's Gold Exchange | 26 | 10 % |
In the case a job is available, a random one is chosen.
Job | Income per hour (in coppers) | Requirement | Fatigue rate while working | Hurt probability |
Stat | Min | Minor wound (4 HP) | Major wound (8 HP) | Total |
Guard | 30 to 36 | Strength | 15 | 0.6875 | 15.95 % | 3.97 % | 19.92 % |
File Clerk | 50 to 56 | Intelligence | 20 | 0.5625 | 2.29 % | 0.05 % | 2.34 % |
Coin Roller | 22 to 28 | Alignment | 144 | 0.59375 | 2.29 % | 0.05 % | 2.34 % |
Remarks:
- The duration of the job is randomly chosen between 3 to 8 hours.
- The character has to sober up before applying for a job (he must not be Drunk or Very Drunk, but Tipsy is allowed).
- The game contains unused (bugged?) code where the character alignment is increased by 1 after working (probability of 23.8%).
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