Difference between revisions of "V3 ScratchPad"

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(=Meters=)
(=Mining=)
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===Mining===
 
===Mining===
Mining determines the number of Minerals produced.  There will probably be many planet specials that modify the Mineral meter, collectively known as the “Mineral Richness specials.”   
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Mining determines the number of Minerals produced.  There will probably be planet specials that modify the Mineral meter, collectively known as the “Mineral Richness specials.”   
  
 
Note: the Homeworld special improves Max Mining by 20.
 
Note: the Homeworld special improves Max Mining by 20.

Revision as of 17:43, 13 July 2004

Unless you are a Spathi or named Tyreth, please don't edit this document. Comments are welcome on the talk page. The "Effects" section of this document has been erased, the new and hopefully final version of effects will probably show up on the wiki before July 15.--drek

Meters

Meters are variables attached to planets, representing the production capabilities and social attributes of each colonized world. Future Note: There may eventually be “meters” associated with ships, ship parts, empires, and perhaps the galaxy itself.

Meters always range from 0-100. For greater granularity, meters can be modified in fractions of a full step. As a side note, the effects of a building or technology on a meter should almost always be expressed as integers (eg. "Superlabs gives +4 to research"), and the value of a meter should be rounded to the nearest integer on the UI.

Planet Meters have both a Max Value and a Current Value. The Current meter slowly increases until it matches the Max Meter value. Bonuses and penalties form technologies, buildings, planet specials, and racial picks manipulate the Max Value. The player’s Focus settings also manipulate the Max Value of Meters.. Certain catastrophic events (such as bombings and earthquakes) modify the Current Value.

If, after all Effects have executed, a Meter falls outside the range of 0-100, then it is set to either 0 (if below 0) or 100 (if above 100). See the Effects section for more details.

On a new colony, all Current Meters begin at 0. At the start of the game, all Current Meters on each empire’s Homeworld are set to match the associated Max Meters.

Construction Meter

The Construction Meter represents the general infrastructure of a planet. It is used to determine the growth rate of Current Meters.

The max value of the Construction Meter is 30, further modified by the effects of Actors. (Actors include buildings, technologies, racial picks, events and planet specials.)

Each turn, Current Construction increments via the following formula:

(New Current Consturction) = (Current Construction) + (Max Construction/10)

For example: if Planet Foobar’s Max Construction is 30, then each turn Current Construction will improve by 3. Assuming no change in Max Construction, it will take Planet Foobar 10 turns for Current Construction to equal Max Construction.

If Max Construction is greater than Current Construction, then Current Construction is reduced to match Max Construction. This test should occur after all Effects have been executed.

Note: The Homeworld planet special adds +30 to Max Construction Meter.

Infrastructure Labels

Infrastructure Labels have no gameplay effect; the labels are meant to provide an easy method for players to quickly judge the progress of a colony.

A label is selected for each planet based on Current Construction:

  • 1-10: Rural Colony
  • 11-30: Developing World
  • 30-60: Established World
  • 60-90: Heavily Developed World
  • 90-100: Metroplex

The Resource Meters

Resource meters determine the quantity of resource production on each planet. There is one resource meter for each type of resource in the game.

For each planet, quantity of resource production is determined via the following formula:

(Resources Produced) = (Current Resource Meter/10) * (Planet Population)

The Max Resource Meters are determined by the planet’s Focus settings. (see Focus for details) They are further modified by Effects from various Actors (including technologies, buildings, events, planet specials, and racial picks).

Each turn, all Current Resource Meters increment via the following formula:

(New Current Resource Meter) = (Current Resource Meter ) + (Current Construction /10)

If a Max Resource Meter is greater than it’s associated Current Meter, then the Current Meter is reduced to match the Max Meter. This test should occur after all Effects have been executed.

Farming

Farming determines the amount of Nutrients a world produces. In addition to Focus and the effects of various Actors, this meter is heavily modified by environment:

  • Terrible Environments reduce Max Farming by 30.
  • Adequate Environments reduce Max Farming by 10.
  • Optimal Environments have no effect on the Farming meter.
  • Superb Environments increase Max Farming by 10.

Note: the Homeworld special improves Max Farming by 30.

Mining

Mining determines the number of Minerals produced. There will probably be planet specials that modify the Mineral meter, collectively known as the “Mineral Richness specials.”

Note: the Homeworld special improves Max Mining by 20.

Industry

Industry determines the Production Points (PP) generated by a world. Each Industry point must be matched with a Mineral point to produce PP, as described in the Production section of this document. In addition to Focus and the effects of various Actors, this meter is modified by planet size:

  • Tiny worlds grant a +10 bonus to Max Industry, due to low gravity.
  • Small worlds grant a +5 bonus to Max Industry.
  • Normal sized worlds give no special modifiers to the Industry meter.
  • Large worlds reduce Max Industry by 5.
  • Huge worlds reduce Max Industry by 10.

Note: the Homeworld special improves Max Industry by 20.

Science

Science determines the Research generated by a world. In the future, government picks will probably have a significant influence on this meter. Many “scientifically interesting” planet specials might modify this meter.

Note: the Homeworld special improves Max Science by 10.

Trade

Trade determines the Money extracted from a world. In the future, government picks will probably have a significant influence on this meter. Many “valuable commodity” planet specials might modify this meter.

Note: the Homeworld special improves Max Trade by 10.

The Social Meters

Unlike the Construction and Resource meters, Social meters don’t have separate Max and Current values. Effects always operate on the Current Social Meter.

Health

Health governs the growth rate of population. The Health Meter is based on the Environment of the planet, but can be modified through the usual set of Actors. The Famine event in particular reduces Health by 50 points.

  • Terrible Environments adds +30 to the Health meter.
  • Adequate Environments adds +40 to the Health meter.
  • Optimal Environments adds +50 to the Health meter.
  • Superb Environments adds +60 to the Health meter.

The Health Meter is used by the Population growth formula. As a note, if the Health Meter is below 25, population growth should be negative.

Note: The Homeworld special improves Health by 20.

Suggested Future Social Meters

Happiness: Happiness guards against unrest events. It is not used in v.3.

Security: Security lowers the duration of unrest events, guards against piracy events, and guards against enemy espionage. It is not used in v.3


Planet Focus

Note: This section is a suggested amendment to the current design document.

The player assigns a Primary and Secondary Focus on every colonized planet, representing which resources the planet is "focused" on producing. The Max values of resource meters are determined by Focus settings. Both Foci can be independently set to one of the five resource meters or the "Balanced" setting.

New colonies begin with both the Primary and Secondary Focus set to Balanced. The Homeworld begins the game with Primary set to Balanced and Secondary to Farming.

Focus Effects on Max Resource Meters

Focus settings have these effects on max meter values:

  • Primary Focus adds + 12 to the selected Max Meter
  • Primary Balanced Focus adds +4 to all Max Resource Meters.
  • Secondary Specialized Focus adds +6 to the selected Max Meter
  • Secondary Balanced Focus adds +2 to all Max Resource Meters.

Some technologies and buildings effectively increase the bonus applied by Focus. See Effects for details.

Legacy Note: In version .2, every colony would produce a little of each type of resource, thanks to bonuses to every "meter" from the Focus settings. In v.3, worlds still produce a little of everything, once the proper techs are researched and buildings constructed. Essentially, the player has to earn the old v.2 bonuses through research and build projects.