Difference between revisions of "Formulae"

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(Bulk Construction)
(Colony Suitability)
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= Colony Suitability  =
 
= Colony Suitability  =
  
Initial Suitability (<math>S_i</math>) is calculated by 100 multiplied by the Attributes.  
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Initial Suitability (<math>S_i</math>) is the product of the attribute multipliers for Gravity, Temperature, and Atmosphere.
  
 
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{| border="2" cellspacing="0" cellpadding="2"
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<math>
 
<math>
S_i = {100\times\mbox{Gravity}\times\mbox{Temperature}\times\mbox{Atmosphere}}</math>  
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S_i = \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>.  
 
<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>.  
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S_f = \left( S_i \times \left(1 + .05 \times CA \right)\right) + T_{sum}</math>  
 
S_f = \left( S_i \times \left(1 + .05 \times CA \right)\right) + T_{sum}</math>  
  
''Note: All suitability calculations are '''rounded down'''''  
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''Note: All suitability calculations are '''rounded down'''''
  
 
= Construction  =
 
= Construction  =

Revision as of 20:59, 19 September 2010

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.

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.


F =
\begin{cases}
 B \ge 1, & B - 1 \\
 B < 1, & \dfrac{-1}{B} + 1
\end{cases}

Now we sum all of the factors for all augmenters together:


F_{sum} = F_1 + F_2 + F_3 + F_4 + F_5 + F_6 + \cdots

Next we convert this factor sum back to a bonus:


B_{sum} =
\begin{cases}
 F_{sum} \ge 1, & F_{sum} + 1 \\
 F_{sum} < 1, & \dfrac{-1}{B - 1}
\end{cases}


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.


\left(1+.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\times.56



Similarly, if the equipped augmenter granted -56% instead, the resulting penalty is calculated as follows.


\dfrac{1-.56}{1+\left(.56\times\left(.04\times\mbox{AT}+.02\times\mbox{IT}+.005\times\mbox{EC}\right)\right)}

Colony Suitability

Initial Suitability (S_i) is the product of the attribute multipliers for Gravity, Temperature, and Atmosphere.

Attribute / Multiplier 0.5 0.75 1.00
Gravity Heavy Low Normal
Temperature Blistering Cold Temperate
Atmosphere Gaseous Noxious Terran

So:


S_i = \mbox{Gravity}\times\mbox{Temperature}\times\mbox{Atmosphere}


Final Suitability (S_f) is Initial Suitability (S_i) times the bonus from Colonial Administrator (CA) plus the bonuses from Terraforming T_{sum}.


S_f = \left( S_i \times \left(1 + .05 \times CA \right)\right) + T_{sum}

Note: All suitability calculations are rounded down

Construction

Bulk Construction

Where B is the amount building, M is the amount of material/manhours needed for 1 build, and N is the total amount needed for the multibuild.

N = M \times B \times 0.9^{log\left(B\right)}

Build Time

Build Time (T) in seconds is 10 times Manhours (M) divided by Workforce (W). Workforce is the lesser between Max Workforce and available workers on a base.

T = \dfrac{M\times\mbox{10}}{W}

Movement and Agility

Speed

Speed is defined as distance traveled per second.

Speed = \dfrac{Distance}{Time}

Thrust

Acceleration (a) is Thust (T) divided by Weight (W). Acceleration is defined as Speed per second.


a=\dfrac{T}{W}

Turning

Turning (T) in revolutions per second is equal to the turning stat (t) times 152 divided by Weight (W).


T=\dfrac{152\times\mbox{t}}{W}

Slots

Calculations for slots systems

Slaves

Trade Slaves

Trade Slave Slots (TS_s) is determined by the tech of the slave (S_t), and your skill in Remote Control (RC) and Slave Research (SR). S_s is the Slots per ship. TS_s = RC + S_R This calculation is always rounded up.
S_s = \dfrac {S_t}{2}

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. S_t represents total slots, D_t represents Drone tech, S_d represents slots per drone, DD is your Drone Deployment level, and DR 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: S_t = DD\times\mbox{4}+DR
S_d = D_t