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factors
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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.
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