Originally posted by Daniel A
Thanks Castellon!
The problem with the formula in the FAQ is that it is not possible to understand. It is in fact not a formula since Factorx has no clear mathematical definition within the FAQ.
Sound the trumpet! We've got it!
This makes the formula:
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(0.500 - (((1-Maintenance level)/2) * BaseValue of Tech))
where maintenance level is shown as a decimal number, i.e. e.g. 50% is represented as 0.5 etc
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Okay were to begin, lets see. When solving a mathematical formula brackets are used to override order of operation. so your first attempts at the formula without doing the subtraction in the brackets first were meaningless. I just threw that formula together off the top of my head, to honour your request, my mistake! I did not know you were going to try and use it only tell me that is what you were looking for. The formula as written can be corrected by dividing by 200 instead of two. Therefore
(0.500 - (((100-Maintenance level)/200) * BaseValue of Tech))
That solves your converting from percentage problems.
Now the only question remains: how to say this in normal words for people like Owl who doesn't like math?
I think this is done already in the FAQ. When writing the FAQ I did so not with the anticipation that people would want or use it to calculate their exact morale (since they can get those figures from the save game). Rather I wanted to show what the various effects on morale were, so people could make intelligent and informed decisions when it came to morale.
As for your specific area of concern the maintenance factor, I have not heard anyone mention setting the slider at anything other than 50% or 100%. So That is why I just gave those two values for X. Rather than the more confusing formula above.
This is complicated. First establish that the percentage displayed on the screen is halved by the program. That is: if you go from 100 to 50% you change something not by 50% but only by a mere 25%. What is "something"? Something is the BaseValue of your Tech. So if your BaseValue is e.g. 2 then the effect is 25% of 2, i.e. a decrease of your moral by 0.5. Perhaps you could say it in one sentence: When you move your maintenance slider to the left you take half of that move (e.g. if you move it from 100% to 80% you take 10%) and then decrease your moral with that percentage of your Base moral for your current tech level. Huh!
Or you could just say the percentage changed * half of the baseValue.

Which would change the formula to:
(0.500 - (((100-Maintenance level)/100) * (BaseValue of Tech *2)))
I believe that we can skip the 0.500 at the start and consider it being a constant, which it really appears to be (BTW, it appears resonable to assume it represents what you get for your first 50% of the slider, that part you cannot alter). If we leave it outside the formula the formula becomes easier to understand and results are the same.
Actually the .500 is what you get for 100% maintenance not 50%.
I do hope this is correct! Especially that "+0.5" looks ugly. Coming to think of it. If it represents what you get for the first 50% then it is the same as you get for the next 50% _if_ you have a base value of 2. But if you have a BaseValue of 4 you will get +1 when you go from 50% to 100%. Then reasonably you ought to get +1 for the first 50% also. But perhaps the programmer made a mistake

Are you sure it is always 0.5 Castellon?
Your reasoning here is flawed since the .500 is for 100% maintenance. It is for sure a constant. And yes I am sure it is always .500.
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Puh! Another 2 hours spent. But if we have reached the truth then it was worth it

Now I will go home and try to find the moral values of my armies in the save file!
I think part of the problem you are having here is that you chose a poor example of a tech with base 2. since the max penalty here is also .500 and the constant as well.