I've been reading the _xml files, and doing some extensive testing to try and work out the formula the game uses to determine the value of a sculpture. The site MTS kindly provides the formula for paintings, but I have yet to see anything for sculptures. So far, this is the information I have compiled:
- When the sculptor dies, $2500 is added to the value of a sculpture
- Sculptures appreciate at 2% of their starting value while the artist is alive
- Scultpures appreceiate at 4% of their starting value after the artist dies. Thanks to Ricalynn for sharing her results on this, so that I had something to compare with my challenge sculptures.
- Sculptures appreciate on the sculpting station, so if you start a sculpture before midnight, the starting value is the value that it has incompleted before midnight
- You can see a sculpture's value before it is finished by using MOO to move the block of material. Don't leave it moved though, because it cannot be deleted, even with TCE
- Each sculpture has it's own base minimum and maximum value
- Each sculpture increases in value by it's own unique amount each time you sculpt it - that is, the min and max value go up by a small amount (referred to in the code as
overmax)
- The Urn of Franco has the greatest
overmax of 6.025, with a base value of 175-230
- The overmax value for ice sims is 4 (for anyone doing a dynasty), and the base values are 200 (low quality); 350 (medium quality); and 600 (high quality)
- Each material adds it's own multiplier to the value of each statue
- Each material also has an
overmax- Master Sculpter adds a multiplier of 1.3
- Artisan Crafter LTR addds a multiplier of 1.25
- Each level has a bonus value added to the base value
- Masterpiece sculptures have a value between 1200 and 2500 added to the base value
- Brilliant Sculptures have a value between 400 and 650 added to the base value
- Sculptures don't start appreciating until you are level 5 - sculptures done at lower levels don't appreciate
- The level at which you start a sculpture is the level that counts - the value of the sculpture is determined when it is first started.
- Bonuses accrued from sculpting one material do not apply to other materials
- Bonuses accrued from sculpting one sculpture type do not apply to other sculpture types
Material Overmax ValuesClay | 2 |
Wood | 4 |
Metal | 10 |
Ice | 3 |
Ice Sim | 4 |
Stone | 15 |
Topiary | 3 |
Medium MultipliersClay | 0.4 |
Wood | 0.9 |
Metal | 2.2 |
Ice | 1.4 |
Ice Sim | 1.4 |
Stone | 4 |
Topiary | 1 |
Level Bonuses0 | 20 |
1 | 20 |
2 | 35 |
3 | 50 |
4 | 60 |
5 | 90 |
6 | 105 |
7 | 125 |
8 | 200 |
9 | 270 |
10 | 300 |
The hard part is putting all this info into an equation in the right order. By starting with a sim sculpting one clay sculpture, then only that type of sculpture from then on, I can use the starting values of each of these sculptures to test possible equations to determine the value. The following formulae give the range of statue value:
Without the Artisan Crafter LTR and the Master Sculptor challenge completed, the formula is as follows:
Minimum Value = Material Multiplier x (min base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)
Maximum Value = Material Multiplier x (max base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)
where 'n1' is the number of sculptures
completed in a certain material, and 'n2' is the number of sculptures completed of a certain sculpture type.
So working with the sculpture "A Show of Force" (
sculptureFloorGunShow in the SculptingData resource) in clay, my very first sculpture will have a value range of:
Base Value Range: 22-95
Specific Sculpture Overmax: 1.755
Min Value = 0.4 x (22+20) + (0 x 2) + (0 x 1.755)
Min Value = 16.8
Max Value = 0.4 x (95 + 20) + (0 x 2) + (0 x 1.755)
Max Value = 46
By the time I start my second sculpture my sim is skill level 2. My second sculpture will have a value range of:
Min Value = 0.4 x (22+35) + (1 x 2) + (1 x 1.755)
Min Value = 26.555
Max Value = 0.4 x (95 + 35) + (1 x 2) + (1 x 1.755)
Max Value = 55.755
If the sculpture is a masterpiece or brilliant sculpture, the formulae are as follows:
Minimum Value = Material Multiplier x (min base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax) + Masterpiece/Brilliant minimum bonus
Maximum Value = Material Multiplier x (max base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax) + Masterpiece/Brilliant maximum bonus
When the Artisan Crafter LTR is added, the formulae are as follows:
Minimum Value = Artisan Crafter LTR x [Material Multiplier x (min base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)]
Maximum Value = Artisan Crafter LTR x [Material Multiplier x (max base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)]
With both Artisan Crafter and Master Sculptor, the formulae are as follows:
Minimum Value = Artisan Crafter LTR x [Material Multiplier x Master Sculptor Multiplier x (min base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)]
Maximum Value = Artisan Crafter LTR x [Material Multiplier x Master Sculptor Multiplier x (max base value + level bonus) + (n1 x medium overmax) + (n2 x sculpture overmax)]
I had some problems working out the final formula, and spent hours and hours doing my head in trying to work out the problem. I finally found it when going back to the code to see if I had missed some additional information. At some point, silly me had input the incorrect values for the base value range.
Edit: I have now completed the list of sculptures, and one of those has the same min and max values, so I will be able to test these equations on an exact number shortly.