home *** CD-ROM | disk | FTP | other *** search
- Amiga Empire by Chris Gray - Factors
-
-
- There are a number of numerical factors associated with many of the
- operations in Amiga Empire. Many of them are adjustable by a deity. The
- current values of all factors can be seen using the 'info' command. A
- number of the factors consist of pairs, usually called 'xxxBase' and
- 'xxxRand'. These together determine a random value by adding a random value
- between 0 and xxxRand to xxxBase. The various factors, grouped as they are
- under 'info', are:
-
- production
- Costs in production units of
- - research (medical breakthroughs), technology (technological advances)
- - guns, shells, planes, gold bars
- mobilities
- Mobility costs of various actions/movements
- - mountMob - basic cost of moving onto a mountain
- - wildMob - basic cost of moving onto a wilderness
- - defMob - basic cost of moving onto a "normal" sector
- - civMob - cost of moving 5 civilians
- - milMob - cost of moving 5 military
- - shellMob - cost of moving 5 shells
- - gunMob - cost of moving 1 gun
- - planeMob - cost of moving 1 plane
- - oreMob - cost of moving 5 tons of iron ore
- - barMob - cost of moving 1 bar of gold
- - attack costs - costs of attacking from various types of sectors
- to various other types of sectors.
- plague
- The various factors that influence plague.
- - plagueKiller - this value scales the number of people who will
- die when a sector is in the third plague stage. A larger value
- will result in LESS people dieing.
- - plagueBooster - this value adds to the probability of getting
- plague, by increasing the plague factor. It is added to the top
- line in the plague factor formula.
- - plagueOneBase, plagueOneRand - determine length of stage one
- - plagueTwoBase, plagueTwoRand - determine length of stage two
- - plagueThreeBase, plagueThreeRand - determine length of stage three
- costs
- Various monetary costs.
- - efficCost - cost of each increase in sector efficiency
- - milSuppliesCost - affects the cost of military supplies. A larger
- value means LESS cost.
- - utilityRate - cost per ETU of utilities in a sector
- - interestRate - interest rate per bar per ETU in percent
- - bridgeCost - cost in dollars of a bridge span
- - shipCostMult - cost in dollars per production unit for ships
- - refurbCost - cost in dollars per level of technology added to ship
- scales
- Various work scale factors. All of these are multiplicative factors
- with 100 being the neutral position. Increasing them will increase the
- production rate as appropriate.
- - resScale - production in reasearch institutes
- - techScale - in technology centers
- - defenseScale - defense planes
- - shellScale - shell industries
- - airportScale - airports
- - harborScale - harbors
- - bridgeScale - bridge heads
- - goldScale - gold mines
- - ironScale - iron mines
- - shipWorkScale - improvements in ships
- updates
- Factors affecting sector updates.
- - secondsPerETU - seconds per Empire Time Unit. The normal value is
- 1800 (half an hour). A good fast value is 20 seconds.
- - efficScale - scale efficiency increases - 100 is neutral
- - mobilScale - scale mobility increases - 100 is neutral
- - urbanGrowthFactor - larger value slows down civilian growth in
- urban centers
- - bridgeDieFactor - larger value slows down civilian deaths on a
- bridge span
- - highGrowthFactor - larger value slows down civilian growth in
- non-urban center sectors with 32 - 96 civilians
- - lowGrowthFactor - larger value slows down civilian growth in
- non-urban center sectors with < 32 or > 96 civilians
- - BTUDivisor - larger value will slow down the production of BTU's in
- country's capitals
- - resDecreaser - larger value will speed up the decrease in research
- level over time (due to obsolescence, etc.)
- - techDecreaser - larger value will speed up the decrease in country
- level over time.
- - hurricaneLandBase, hurricaneLandRand - yield the percent of damage
- done to land sectors by hurricanes
- - hurricaneSeaBase, hurricaneSeaRand - yield the percent of damage
- done to ships by hurricanes
- fighting
- Various factors that affect fighting of various kinds.
- - assFortAdv - the defensive advantage of forts being assaulted
- - assCapAdv - the defensive advantage of capitals being assaulted
- - assBankAdv - the defensive advantage of banks being assaulted
- - attFortAdv - the defensive advantage of forts being attacked
- - attCapAdv - the defensive advantage of capitals being attacked
- - attBankAdv - the defensive advantage of banks being attacked
- - assAdv - the defensive advantage of any sector being assaulted.
- This one is a scale factor with 100 being neutral.
- - fortAdv - attack advantage of forts at 100% efficiency
- - boardAdv - the defensive advantage of defenders during a board
- attempt. A scale factor with 100 being neutral.
- sea
- Various factors relevant to sea conflict.
- - torpCost - number of shells needed for one torpedo
- - torpMobCost - mobility lost when fire a torpedo - note that the
- first shot sets mobility to 0. If this is 0, then there is no
- cost at all.
- - torpRange - maximum range of torpedos
- - torpAcc0 - percent hit for torpedo at range 0
- - torpAcc1 - percent hit for torpedo at range 1 (orthogonal)
- - torpAcc2 - percent hit for torpedo at range 2 (diagonal)
- - torpAcc3 - percent hit for torpedo at greater ranges
- - torpBase, torpRand - determine torpedo damage (which will be
- scaled by the damage factor of the target ship)
- - chargeCost - cost in shells for one depth charge
- - chargeMobCost - mobility cost, similar to torpedos
- - chargeBase, chargeRand - depth charge damage (times sub factor)
- - mineBase, mineRand - damage done by a mine (times ship factor)
- air
- Some factors affecting airplanes.
- - fuelTankSize - amount of fuel a plane can carry
- - fuelRichneess - multiplier for mobility -> plane fuel
- - flakFactor - larger value decreases hits by flak
- - landScale - scale chances of landing - 100 is neutral
- - bombBase, bombRand - damage done by a bomb
- - planeBase, planeRand - damage done by a crashing plane
- miscellaneous
- A few miscellaneous factors.
- - contractScale - scale the value of contracts offered
- - deathFactor - cost in 100ths of a BTU per death of an attacker in
- an attack, assault or board
- - gunMax - maximum guns usable by a sector (normally 7)
- - rangeDivisor - larger values decrease gun range
- - gunScale - scale damage by guns (100 is neutral)
- - lookShipFact - smaller value means ships can be visually seen
- further away
- - collectScale - scales the value of a sector which someone is
- trying to sieze when collecting a loan - 100 is neutral.
- - radarFactor - larger values increase the range of land-based
- radar
- - spyFactor - smaller value makes it more likely that a spy will be
- detected
- - shipTechDecreaser - rate at which ship technology level decreases.
- (scale is 1/10 that of the country tech decreaser)
- flags
- Some boolean flags affecting permissions.
- nonDeityPower - true if non-deitys are allowed to do 'power force'
- sortCountries - true => 'country' command produces a listing with no
- country numbers sorted by name. false => the list includes country
- numbers and is sorted by country number.
- Allow public messages - true if countries besides a Deity are allowed to
- send public messages.
- Allow changing countries - true if players are allowed to change
- countries without hanging up (via the change country command).
- Flush buffers on client termination - if true then EmpServ will flush the
- buffers, close all the files it has opened, and reopen them. This
- may take 10 to 15 secs, and should probobly only be used in a
- single user game, or one where you are paranoid about losing data
- and the users understand that it may take 10-15 secs to get a
- command prompt at times.
- Allow normal users to flush buffers - true if normal (non-deity) players
- are allowed to use the "flush" command. If you are running a multi-
- user game you will probobly want this set false, so users can't
- obnoxiously flush the buffers to slow down other players. But on a
- single user system prone to crashes, it can prevent you from having
- a corrupted database.
-
- Naval
- naval cost
- The costs in production units of the various ship types
- naval size
- The size (likelihood of being seen) of the ships
- naval lrange
- The lookout ranges of ships
- naval shrange
- The firing ranges of ships
- naval capacity
- The capacities of ships (including guns, shells, etc.)
- naval speed
- The mobility requirements of ships
- naval damage
- The damage multiplier of the ship types
-