Difference between revisions of "Formulae"
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− | Where B is the amount building, M is the amount of material/ | + | 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. |
<math>N = M \times B \times 0.9^{log\left(B\right)}</math> | <math>N = M \times B \times 0.9^{log\left(B\right)}</math> |
Revision as of 20:57, 19 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
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.
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.
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: