Difference between revisions of "V3 ScratchPad"

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(=The Resource Meters=)
(=Construction Meter=)
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Construction Change is then added to Current Construction.
 
Construction Change is then added to Current 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.
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If Current Construction is greater than Max Construction, Current Construction is reduced to match Max Construction.  This test should occur after all Effects have been executed.
  
 
Note: The Homeworld planet special adds +25 to Max Construction.
 
Note: The Homeworld planet special adds +25 to Max Construction.

Revision as of 21:41, 14 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 & Infrastructure

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.

A meter with a value of 20 is at the "breakeven point". A world with Farming set to 20 can feed it's own population. A world with Health at 20 doesn't lose or gain population.

Planet Meters have both a Max value and a Current value. The Current Meter slowly increases until it matches the value of it's associated Max Meter.

The Max Meters can be thought of as potential infrastructure; the Current Meters represent this potential realized. Bonuses and penalties from foci, technologies, buildings, planet specials, and racial picks influence the Max Meters. Certain catastrophic events (such as bombings and earthquakes) modify the Current Meter, representing damage to actual infrastructure.

After all Effects have executed, if a Meter falls outside the range of 0-100, the Meter is set to either 0 (if below 0) or 100 (if above 100).

Population

Unlike other meters, when a planet is first colonized, Current Population is set to 1. At the start of the game each Homeworld's Current Population is set to 75% of Max Population.

The Max Population on a planet is determined by planet size and environmental conditions, referenced on the following table:

 TerribleAdequateOptimalSuperb
Tiny24810
Small481620
Average6122025
Large8162530
Huge10203035

Max Population can be further modified via planet specials, buildings, and technologies.

Each turn, population is adjusted via the following formulas:

  • If the Health Meter is above 20: Population Change = Current Population * ((Max Population - Current Population) / Max Population) * (Health Meter - 20) * (0.01)
  • If the Health Meter is equal to 20: Population Change=0
  • If the Health Meter is below 20: Population Change = Current Population * (Health Meter - 20) * (0.01)

Population Change is added to Current Population. If Current Population is over Max Population, then Current Population is reduced to match Max Population.

If Current Population is reduced to 0, then a "Colony Destruction" event is spawned. This event eliminates the colony, and notifies the player on the siterep.

Note: The Homeworld special grants +10 Population.

Construction Meter

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

New colonies begin with a Current Construction of 0. Each Homeworld begins the game with Current Construction equal to 75% of its Max Construction.

By default, Max Construction is 20--it is further modified by the effects of buildings, technologies, racial picks, events, planet specials, etc.

Each turn, Current Construction increments via the following formula:

Construction Change = (Current Construction + 1) * ((Max Construction - Current Construction) / Max Construction) * (Current Population + 50) * (0.01)

Construction Change is then added to Current Construction.

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

Note: The Homeworld planet special adds +25 to Max Construction.

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
  • 31-60: Established World
  • 61-90: Heavily Developed World
  • 91-100: Metroplex

The Resource Meters

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

On a new colony, all Current Resources Meters begin at 0. At the start of the game, all Current Resource Meters on each empire’s Homeworld are set to 75% of the associated Max Resource Meters.

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

Resources Produced = (Current Resource Meter/10) * Current 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:

Meter Change = (Current Meter + 1) * ((Max Meter - Current Meter) / Max Meter) * (Current Construction) * (0.01)

Meter Change is then added to the Current Resource Meter.

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 20.

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 10.

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. 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, due to heavy gravity.
  • Huge worlds reduce Max Industry by 10.

Note: the Homeworld special improves Max Industry by 10.

Science

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

Note: the Homeworld special improves Max Trade by 10.

The Social Meters

Unlike the 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, and can be modified through the usual set of Actors. The Health meter is also heavily influenced by Nutrient Rating, as described in the Nutrient Distribution section.

  • Terrible Environments add +30 to the Health meter.
  • Adequate Environments add +40 to the Health meter.
  • Optimal Environments add +50 to the Health meter.
  • Superb Environments add +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 10.

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 can assign a Primary and Secondary Focus on every colonized planet, representing which resources the planet is "focused" on producing. The values of the Max 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 + 15 to the selected Max Meter
  • Primary Balanced Focus adds +5 to all Max Resource Meters.
  • Secondary Specialized Focus adds +5 to the selected Max Meter
  • Secondary Balanced Focus adds +1 to all Max Resource Meters.

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

Legacy Note: In version .2, every colony produced 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. The assumption is that many of these resource improvements will be low tech, esp. in the Farming, Industry, and Mineral catagories.

Nutrient Distribution

Note: Need a public review or something for Nutrient Distribution. There might be different ideas on how to do this thing.

Each unit of population requires Nutrients in order to survive. One point of Nutrients is required for basic survival; two points allow normal health; four points grant good health.

Nutrient Distribution must occur after resource generation, but before population growth is checked.

Each planet has a Nutrient Rating similair to in function to the Enviroment Rating. The Nutrient Rating is determined by dividing Local Nutrients with Population:

  • If Nutrient Rating is 4 or above, the planet is "Well-fed." Health and Happiness increase by 10.
  • If Nutrient Rating is 2 or above (but less than 4), the planet is "Adequately fed". Health and Happiness are unchanged.
  • If Nutrient Rating is 1 or above (but less than 2), the planet is "Poorly fed." Health and Happiness are reduced by 10.
  • If Nutrient Rating is less than 1, then the planet is "Starving." Health and Happiness are reduced by 50. In addition, Health is capped at 20.

During the resource generation phase of a turn, planets with more Nutrients than twice their Current Population export the excess Nutrients to the global stockpile.

During the Nutrient Distribution phase, planets that are "Starving" can import Nutrients from this stockpile to make up for shortfalls. In the first pass, planets import just enough food to reach the "Poorly fed" rating. If, after this first pass there are still Nutrients remaining in the global stockpile, then a second pass is run. During this second pass, planets import just enough food to reach the "Adequate" rating. A third pass is then run, with planets importing just enough food to reach the "Well-fed" rating.

Planets import food in order of colony age. The oldest worlds get first dibs.

Future note: Planets that are "blockcaded" cannot export or import resources.