Difference between revisions of "Formulae"
Jeff mc beth (talk | contribs) (Added Construction calculations, grouped other calculations (Movement and augmenter ones)) |
Jeff mc beth (talk | contribs) |
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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 Addition== | |
Augmenter addition is a multi-step process. First all augmenters are tweaked using the augmenter tweaking formula below. | Augmenter addition is a multi-step process. First all augmenters are tweaked using the augmenter tweaking formula below. | ||
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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. | 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''. | ||
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<br><br> | <br><br> | ||
− | + | =Colony Suitability= | |
Initial Suitability (<math>S_i</math>) is calculated by 100 multiplied by the Attributes. | Initial Suitability (<math>S_i</math>) is calculated by 100 multiplied by the Attributes. | ||
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''Note: All suitability calculations are '''rounded down''''' | ''Note: All suitability calculations are '''rounded down''''' | ||
− | + | =Construction= | |
Build time is: | Build time is: | ||
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<math>Time = \dfrac{M_h\times\mbox{10}}{W_f}</math> | <math>Time = \dfrac{M_h\times\mbox{10}}{W_f}</math> | ||
− | + | ==Bulk Construction== | |
Bulk material discount calculation is: | Bulk material discount calculation is: | ||
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Where B is the amount building | Where B is the amount building | ||
− | + | =Movement and Agility= | |
− | + | ==Speed== | |
Speed is defined as distance traveled per second. | Speed is defined as distance traveled per second. | ||
<math>Speed = \dfrac{Distance}{Time}</math> | <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. | ||
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</math> | </math> | ||
− | + | ==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). | ||
Revision as of 05:48, 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).