.com.unity Forums
  The Official e-Store of Shrapnel Games

This Month's Specials

Raging Tiger- Save $9.00
winSPMBT: Main Battle Tank- Save $6.00

   







Go Back   .com.unity Forums > Shrapnel Community > Space Empires: IV & V

Reply
 
Thread Tools Display Modes
  #1  
Old February 17th, 2001, 10:46 PM

Talenn Talenn is offline
Sergeant
 
Join Date: Nov 2000
Posts: 273
Thanks: 0
Thanked 0 Times in 0 Posts
Talenn is on a distinguished road
Default How in the heck are production Mods calculated?!?


I'm sure this has been asked before, but I cant find the topic, so here goes...

How are the final values for what each planet produces derived? Using any form of math, I can rarely come up with the exact numbers it is displaying for the a Planet's Mineral/Organics/Radioactives etc.

I've tried summing the bonuses, multiplying it out, forwards, backwards etc. I usually arrive at a number close to the displayed figure, but rarely dead on.

Intuitive method:

Base number for a Mining Facility (say 800)xMineral Modifier for the Planet
xCultural Modifier
xRacial Trait Modifier
xPop Bonus
xHappiness Bonus
=NOT THE NUMBER DISPLAYED...or very rarely.

I cant think of any other modifiers that I could be missing. Could someone please show me how this is all calculated out?

Thanx!
Talenn
Reply With Quote
  #2  
Old February 17th, 2001, 11:43 PM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: How in the heck are production Mods calculated?!?

I think this is how you do it, at least it worked out correct in 5 out of 5 checks.
Add the base output plus each modifier % times the base output number. Multiply by the number of facilities. Multiply by the planet's % value, ex. 123%= 1.23. It rounds up over a certain value, 5000 I think.
(base+(%mod1 * base)+(%mod2*base)+....) * number of facilities * planet value.
This worked for both production and research.

[This message has been edited by Marty Ward (edited 17 February 2001).]
Reply With Quote
  #3  
Old February 18th, 2001, 12:13 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: How in the heck are production Mods calculated?!?

Here is the formula which I arrived at after analyzing Drake's Turn 150 Game:

((2.5*900) * 2.4) * 1.3 = 7020

Multiple 51 Monolith III's by 7020 = 358020 which the game rounds up to show 359K, 359K, 359K for many of Drake's RingWorlds with 51 Monolith III's plus a Robotoid Factory.

This represents 2.5 for the 250% minerals.
The 2.4 is 100% bonus for population + 20% to each resource from his racial points + 20% happiness bonus. The final 1.3 is the Robotoid Factory.

The big thing that threw me for so long was the 5% Worker cultural trait. The consensus right now is that this is never added in. For the final score, multiple everything by 1.3 to show the effect of the System Robotoid Factory III.

Another example is a medium world with 18 facilities:

((2.5*900) * 1.7) * 1.3 = 4972
17 * 4972 = 84532 which the game shows as 85KT for each resource.

The only difference here is the 30% population bonus instead of 100%. Thus, we have 1.7 instead of 2.4.

Hope this helps. By my calculations applied to a couple other of Drake's planets plus some new games I started, the math seems to hold. Let me know if anyone has other ideas.
Reply With Quote
  #4  
Old February 18th, 2001, 01:18 AM

Marty Ward Marty Ward is offline
Second Lieutenant
 
Join Date: Jan 2001
Location: Eldersburg, Maryland, USA
Posts: 410
Thanks: 0
Thanked 0 Times in 0 Posts
Marty Ward is on a distinguished road
Default Re: How in the heck are production Mods calculated?!?

Is there a maximum level a trait may be increased to? Maybe that is why the extra 5 bonus is not being applied.
Reply With Quote
  #5  
Old February 18th, 2001, 02:27 AM
raynor's Avatar

raynor raynor is offline
Captain
 
Join Date: Jan 2001
Location: Texas
Posts: 830
Thanks: 0
Thanked 0 Times in 0 Posts
raynor is on a distinguished road
Default Re: How in the heck are production Mods calculated?!?

quote:
Originally posted by Marty Ward:
Is there a maximum level a trait may be increased to? Maybe that is why the extra 5 bonus is not being applied.


That's good thinking. I tried to see the effect of the 5% bonus after starting a new game with no bonuses *but* the 5% Worker cultural trait and still didn't see its effect. That's why I'm inclined to agree with Drake's Posts over on the TG Boards.

By the way, I strongly recommend reading all the Posts on the TwinGalaxies board. They are a very good read. Plus, we want to make sure that TwinGalaxies gets lots of hits on the SEIV section of their site. Nyx is trying to sell his bosses on the idea of another tournament after the current one which is purely human on human. The URL for the SEIV forum there is:
http://www.twingalaxies.com/cgi-bin/...aii^[email protected]
Reply With Quote
  #6  
Old February 18th, 2001, 08:25 AM

Drake Drake is offline
Sergeant
 
Join Date: Jan 2001
Location: Wheaton, IL
Posts: 202
Thanks: 0
Thanked 0 Times in 0 Posts
Drake is on a distinguished road
Default Re: How in the heck are production Mods calculated?!?

Raynor's right about the formula. Basically you have to add the % increase for happiness, planet population, and race settings first, then multiply in. Planet and system facilities are multiplied separately.

From this it's obvious you have some diminishing returns on the race modifications. If you want to maximize your total, increasing planet value is much more important.

Nice to see you're getting some use from the save file, Raynor. I hope I didn't knock myself out of the top 4 spots posting all this stuff, I'd hate to not recoup the price of the game.

[This message has been edited by Drake (edited 18 February 2001).]
Reply With Quote
Reply

Bookmarks

Thread Tools
Display Modes

Posting Rules
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts

BB code is On
Smilies are On
[IMG] code is On
HTML code is On

Forum Jump


All times are GMT -4. The time now is 07:57 AM.


Powered by vBulletin® Version 3.8.1
Copyright ©2000 - 2024, Jelsoft Enterprises Ltd.
Copyright ©1999 - 2024, Shrapnel Games, Inc. - All Rights Reserved.