Difference between revisions of "Formulae"
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Jeff mc beth (talk | contribs) (Added slot calculations) |
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− | This is an explanation page for the various formulae involved in calculating stats in game. | + | This is an explanation page for the various formulae involved in calculating stats in game. |
− | =Augmenter Calculations= | + | = Augmenter Calculations = |
− | ==Augmenter Addition== | + | == Augmenter Addition == |
− | |||
− | Then the tweaked bonus is converted to a factor (F) using one of two formula, depending on if it is a positive augmenter or a negative augmenter. If the tweaked augmenter gives +83% then by adding 1 the tweaked bonus (B) is 1.83. In a similar fashion, if the tweaked augmenter gives -83% then B is .17. | + | Augmenter addition is a multi-step process. First all augmenters are tweaked using the augmenter tweaking formula below. |
+ | |||
+ | Then the tweaked bonus is converted to a factor (F) using one of two formula, depending on if it is a positive augmenter or a negative augmenter. If the tweaked augmenter gives +83% then by adding 1 the tweaked bonus (B) is 1.83. In a similar fashion, if the tweaked augmenter gives -83% then B is .17. | ||
<math> | <math> | ||
Line 13: | Line 14: | ||
B \ge 1, & B - 1 \\ | B \ge 1, & B - 1 \\ | ||
B < 1, & \dfrac{-1}{B} + 1 | B < 1, & \dfrac{-1}{B} + 1 | ||
− | \end{cases} | + | \end{cases}</math> |
− | </math> | ||
− | Now we sum all of the factors for all augmenters together: | + | Now we sum all of the factors for all augmenters together: |
<math> | <math> | ||
− | F_{sum} = F_1 + F_2 + F_3 + F_4 + F_5 + F_6 + \cdots | + | F_{sum} = F_1 + F_2 + F_3 + F_4 + F_5 + F_6 + \cdots</math> |
− | </math> | ||
− | Next we convert this factor sum back to a bonus: | + | Next we convert this factor sum back to a bonus: |
<math> | <math> | ||
Line 29: | Line 28: | ||
F_{sum} \ge 1, & F_{sum} + 1 \\ | F_{sum} \ge 1, & F_{sum} + 1 \\ | ||
F_{sum} < 1, & \dfrac{-1}{B - 1} | F_{sum} < 1, & \dfrac{-1}{B - 1} | ||
− | \end{cases} | + | \end{cases}</math> |
− | </math> | ||
+ | <br> It is this B that can be used to multiply with some stat to get the augged stat. For a bonus that can be compared to augmenter stats, we just subtract 1. 1.83 corresponds to +83% and .17 corresponds to -83%. Given the above calculation, one should take note that negative augmenters provide a greater effect than positive augmenters of the same magnitude. | ||
− | + | == Augmenter Tweaking == | |
− | + | For example, a ship with one augmenter equipped to grant +56% to some statistic would receive the following bonus, as a function of the player's level of Augmenter Tweaking, labeled ''AT'', Imperial Tweaking, labeled ''IT'', and Engineer Class, labeled ''EC''. | |
− | |||
− | For example, a ship with one augmenter equipped to grant +56% to some statistic would receive the following bonus, as a function of the player's level of Augmenter Tweaking, labeled ''AT'', Imperial Tweaking, labeled ''IT'', and Engineer Class, labeled ''EC''. | ||
<math> | <math> | ||
− | \left(1+.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\times.56 | + | \left(1+.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\times.56</math> |
− | </math> | ||
− | <br><br> | + | <br><br> |
− | Similarly, if the equipped augmenter granted -56% instead, the resulting penalty is calculated as follows. | + | Similarly, if the equipped augmenter granted -56% instead, the resulting penalty is calculated as follows. |
<math> | <math> | ||
− | \dfrac{1-.56}{1+\left(.56\times\left(.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\right)} | + | \dfrac{1-.56}{1+\left(.56\times\left(.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\right)}</math> <br><br> |
− | </math> | ||
− | <br><br> | ||
− | =Colony Suitability= | + | = Colony Suitability = |
− | |||
− | {|border="2" cellspacing="0" cellpadding="2" | + | Initial Suitability (<math>S_i</math>) is calculated by 100 multiplied by the Attributes. |
− | + | ||
− | + | {| border="2" cellspacing="0" cellpadding="2" | |
− | |||
− | |||
|- | |- | ||
− | ! | + | ! Attribute / Multiplier |
− | + | ! 0.5 | |
− | + | ! 0.75 | |
− | + | ! 1.00 | |
|- | |- | ||
− | ! | + | ! Gravity |
− | | | + | | Heavy |
− | | | + | | Low |
− | | | + | | Normal |
|- | |- | ||
− | !Atmosphere | + | ! Temperature |
− | |Gaseous | + | | Blistering |
− | |Noxious | + | | Cold |
− | |Terran | + | | Temperate |
+ | |- | ||
+ | ! Atmosphere | ||
+ | | Gaseous | ||
+ | | Noxious | ||
+ | | Terran | ||
|} | |} | ||
− | So: | + | So: |
+ | |||
+ | <math> | ||
+ | S_i = {100\times\mbox{Gravity}\times\mbox{Temperature}\times\mbox{Atmosphere}}</math> | ||
+ | |||
+ | <br> Final Suitability (<math>S_f</math>) is Initial Suitability (<math>S_i</math>) times the bonus from [[Colonial Administrator]] (CA) plus the bonuses from Terraforming <math>T_{sum}</math>. | ||
<math> | <math> | ||
− | S_i | + | S_f = \left( S_i \times \left(1 + .05 \times CA \right)\right) + T_{sum}</math> |
− | </math> | ||
+ | ''Note: All suitability calculations are '''rounded down''''' | ||
− | + | = Construction = | |
− | + | Build time is: | |
− | |||
− | |||
− | + | <math>Time = \dfrac{M_h\times\mbox{10}}{W_f}</math> | |
− | =Construction= | + | == Bulk Construction == |
− | + | Bulk material discount calculation is: | |
− | <math> | + | <math>Discount = {0.9\times\mbox{Log}^{B}}</math> Where B is the amount building |
− | + | Bulk build time discount calculation is: | |
− | |||
− | <math>Discount = {0.9\times\mbox{Log}^{B}}</math> | + | <math>Time Discount = {0.9\times\mbox{Log}^{B}}</math> Where B is the amount building |
− | Where B is the amount building | ||
− | + | = Movement and Agility = | |
− | + | == Speed == | |
− | |||
− | + | Speed is defined as distance traveled per second. | |
− | + | <math>Speed = \dfrac{Distance}{Time}</math> | |
− | |||
− | + | == Thrust == | |
− | + | Acceleration (a) is Thust (T) divided by Weight (W). Acceleration is defined as Speed per second. | |
− | Acceleration (a) is Thust (T) divided by Weight (W). Acceleration is defined as Speed per second. | ||
<math> | <math> | ||
− | a=\dfrac{T}{W} | + | a=\dfrac{T}{W}</math> |
− | </math> | ||
− | ==Turning== | + | == Turning == |
− | Turning (T) in revolutions per second is equal to the turning stat (t) times 152 divided by Weight (W). | + | |
+ | Turning (T) in revolutions per second is equal to the turning stat (t) times 152 divided by Weight (W). | ||
<math> | <math> | ||
− | T=\dfrac{152\times\mbox{t}}{W} | + | T=\dfrac{152\times\mbox{t}}{W}</math> |
− | </math> | + | |
+ | = Slots = | ||
+ | |||
+ | Calculations for slots systems | ||
+ | |||
+ | === Slaves === | ||
+ | ==== Trade Slaves ==== | ||
+ | |||
+ | Trade Slave Slots (<math>TS_s</math>) is determined by the tech of the slave (<math>S_t</math>), and your skill in [[Remote Control]] (<math>RC</math>) and [[Slave Research]] (<math>SR</math>). <math>S_s</math> is the Slots per ship. | ||
+ | <math>TS_s = RC + S_R</math> This calculation is always rounded up.<br> | ||
+ | <math>S_s = \dfrac {S_t}{2}</math> | ||
+ | |||
+ | ==== Combat Slaves ==== | ||
+ | Are the same as Trade Slaves, however, you are limited to a maximum of 9 slaves, which effectively means any ship that is Tech 4 or under takes 2 slots each. | ||
+ | |||
+ | === Drones === | ||
+ | |||
+ | ==== Temporary Drones ==== | ||
+ | |||
+ | Temporary Drones don't have slots as such, as a non-[[Engineer]], you get 3 Temporary Drone slots, to lay any Tech of drone. This can be increased to 6 via [[Drone Mastery]], which adds an extra slot every 10 levels. | ||
+ | |||
+ | ==== Permanent Drones ==== | ||
+ | |||
+ | Permanent Drone slot system is much like the slave one. <math>S_t</math> represents total slots, <math>D_t</math> represents Drone tech, <math>S_d</math> represents slots per drone, <math>DD</math> is your [[Drone Deployment]] level, and <math>DR</math> is your [[Drone Research]] level. | ||
+ | Your total Drone Slots is 4 times that of your Drone Deployment, with DR added on afterwards. | ||
+ | Each drone takes the same number of slots as its tech, so: | ||
+ | <math>S_t = DD\times\mbox{4}+DR</math><br> | ||
+ | <math>S_d = D_t</math><br> | ||
− | [[Category:Guides]] | + | [[Category:Guides]] [[Category:Gameplay]] |
− | [[Category:Gameplay]] |
Revision as of 17:10, 18 September 2010
This is an explanation page for the various formulae involved in calculating stats in game.
Contents
Augmenter Calculations
Augmenter Addition
Augmenter addition is a multi-step process. First all augmenters are tweaked using the augmenter tweaking formula below.
Then the tweaked bonus is converted to a factor (F) using one of two formula, depending on if it is a positive augmenter or a negative augmenter. If the tweaked augmenter gives +83% then by adding 1 the tweaked bonus (B) is 1.83. In a similar fashion, if the tweaked augmenter gives -83% then B is .17.
Now we sum all of the factors for all augmenters together:
Next we convert this factor sum back to a bonus:
It is this B that can be used to multiply with some stat to get the augged stat. For a bonus that can be compared to augmenter stats, we just subtract 1. 1.83 corresponds to +83% and .17 corresponds to -83%. Given the above calculation, one should take note that negative augmenters provide a greater effect than positive augmenters of the same magnitude.
Augmenter Tweaking
For example, a ship with one augmenter equipped to grant +56% to some statistic would receive the following bonus, as a function of the player's level of Augmenter Tweaking, labeled AT, Imperial Tweaking, labeled IT, and Engineer Class, labeled EC.
Similarly, if the equipped augmenter granted -56% instead, the resulting penalty is calculated as follows.
Colony Suitability
Initial Suitability () is calculated by 100 multiplied by the Attributes.
Attribute / Multiplier | 0.5 | 0.75 | 1.00 |
---|---|---|---|
Gravity | Heavy | Low | Normal |
Temperature | Blistering | Cold | Temperate |
Atmosphere | Gaseous | Noxious | Terran |
So:
Final Suitability () is Initial Suitability () times the bonus from Colonial Administrator (CA) plus the bonuses from Terraforming .
Note: All suitability calculations are rounded down
Construction
Build time is:
Bulk Construction
Bulk material discount calculation is:
Where B is the amount building
Bulk build time discount calculation is:
Where B is the amount building
Movement and Agility
Speed
Speed is defined as distance traveled per second.
Thrust
Acceleration (a) is Thust (T) divided by Weight (W). Acceleration is defined as Speed per second.
Turning
Turning (T) in revolutions per second is equal to the turning stat (t) times 152 divided by Weight (W).
Slots
Calculations for slots systems
Slaves
Trade Slaves
Trade Slave Slots () is determined by the tech of the slave (), and your skill in Remote Control () and Slave Research (). is the Slots per ship.
This calculation is always rounded up.
Combat Slaves
Are the same as Trade Slaves, however, you are limited to a maximum of 9 slaves, which effectively means any ship that is Tech 4 or under takes 2 slots each.
Drones
Temporary Drones
Temporary Drones don't have slots as such, as a non-Engineer, you get 3 Temporary Drone slots, to lay any Tech of drone. This can be increased to 6 via Drone Mastery, which adds an extra slot every 10 levels.
Permanent Drones
Permanent Drone slot system is much like the slave one. represents total slots, represents Drone tech, represents slots per drone, is your Drone Deployment level, and is your Drone Research level.
Your total Drone Slots is 4 times that of your Drone Deployment, with DR added on afterwards.
Each drone takes the same number of slots as its tech, so: