Potjeh wrote:Oh, and I think that we shouldn't be talking purity here but rather specific element percentage. I got a feeling the change is capped by percentage rather than purity. I'm basing it on the fact that I've seen an unfertilized cereal field jump from 38% to 55% purity, and I haven't seen such big jumps at lower purities.
Alchemical purity is where all the actual formulas work, the base range appearing to be +/- 5 to each alchemical value *when I was farming a couple months ago*. The "effective purity" %, and the purity multipliers are products and therefore not accurate for depicting results in the slightest.
Each point of alchemical purity is more valuable than any individual previous point. I plotted a theoretical chart to show the effect:

The chart assumes that the other 3 elements are always exactly equal in value to show the general trend. Side distributions of alchemical values can muck the purity higher/lower, but you'll always move back towards this baseline and eventually meet up with it at 100% purity. Ultimately only the alchemical purity matters for raising crops, all the other numbers can be disregarded for simple crop raising. Obviously they still have influences on food multipliers but that's besides the point.
This is why I dislike how the formula for purity multipliers work. The largest gains in value are the last, not the first. It confers incredible advantages to established towns and is quite punishing to beginners. This is why a death to a setup town means almost nothing, but killing a noob's character is a massive loss. They work harder for each stat point than villagers ever need to.
Benefits should be asymptotic, not exponential, or no one will ever be able to "catch up" when it comes to wars short of the leading faction screwing up royally.
It's been neat to see the evolution of a game. Salem has come so far, and still has far to go. Although frustrating, I think it's been an experience worth the effort.