Difference between revisions of "Game Mechanics"
(Added production/consumption formulas and cleaned up the Building Upgrade Costs section) |
Chubbatubba (talk | contribs) (Faction stimulus) |
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? Heavy Metal <br> | ? Heavy Metal <br> | ||
? Precious Metal <br> | ? Precious Metal <br> | ||
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+ | == Factions == | ||
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+ | If someone who understands the system of how factions work and specialities and stuff could expmplain it here, that'd be much appreciated :D |
Revision as of 09:47, 17 November 2009
Contents
The Marketplace
Commodity | Base Price | Nominal1 |
---|---|---|
Light Ore | 500 | 800 |
Heavy Ore | 3,500 | 400 |
Precious Ore | 2,750 | 100 |
Light Metal | 3,000 | 500 |
Ferrous Metal | 9,000 | 200 |
Heavy Metal | 26,000 | 100 |
Food Rations | 750 | 750 |
Fresh Food | 1,750 | 250 |
Luxury Food | 4,500 | 50 |
Water | 300 | 2,500 |
Anti-Matter | 2,000 | 1,000 |
Coronal Gas | 450 | 1,500 |
Nebula Gas | 1,100 | 600 |
Hydrogen Gas | 300 | 2,000 |
Raw Carbon | 1,800 | 200 |
Carbon Hex | 24,000 | 40 |
Nanobots | 15,000 | 30 |
Shield Cells | 6,000 | 50 |
1. Nominal is the amount of goods that will be on a planet with one million population if the delta is 1.
Prices for Each Item are determined by...
//insert general formula and b_0 prices
For Example to find the new Buy From and Sell To Prices on the planet for ore after buying 1 Light Ore has been bought...
//Example
Combat Action Point Cost
Rounds | AP Cost |
---|---|
1 | 120 |
2 | 237 |
3 | 351 |
4 | 462 |
5 | 570 |
6 | 675 |
7 | 777 |
8 | 876 |
9 | 972 |
10 | 1065 |
11 | 1155 |
12 | 1242 |
13 | 1326 |
14 | 1407 |
15 | 1485 |
16 | 1560 |
17 | 1632 |
18 | 1701 |
19 | 1767 |
20 | 1830 |
Building Production/Consumption
Production increases by 10% per level.
Consumption increases by 9% per level.
The formulas are as follows (assuming level is the current production level of the building and n is the amount of commodities required/produced at level 1).
Production = n * (1.1level - 1)
Consumption = n * (1.09level - 1)
Building Upgrade Costs
Capacity
Assuming cap is current capacity of the building.
floor(cap / 10 - 9) Light Metal
floor(cap / 20 - 9) Ferrous Metal (Starting at 200 capacity)
floor(cap / 50 - 9) Heavy Metal (Starting at 500 capacity)
? Precious Metal (Starting at ? capacity)
Production
Assuming level is the current production of the building.
10 + floor(level1.75) Light Metal
2 + floor(level1.5) Ferrous Metal
1 + floor(level1.25) Heavy Metal
floor(level / 2) Precious Metal (Starting at production 2)
floor(5.5 * level) Anti-Matter
Modules
Assuming modules is the current module slots of the building.
? Ferrous Metal
? Heavy Metal
? Precious Metal
Factions
If someone who understands the system of how factions work and specialities and stuff could expmplain it here, that'd be much appreciated :D