Items, ships, planes and land units all contribute to the power factor, which determines position on the power chart. Items are worth amount * item value * (0.5 + nation tech level / 1000.0) The item values aren't quite right: producing stuff can *hurt* your position on the power chart. Food, uw and rads are worth nothng. Reduce the value of oil, and give rads the same value as oil. Tweak value of iron and oil products so that production's power change is roughly zero around p.e. 0.9 (tech 110), except for construction materials, where it's zero at p.e. 0.5 (tech 0). Construction materials become less valuable, shells, guns and petrol become more valuable. Increase value of bars to roughly match the other changes. It may still be too low. Halve the value of civilians, and give the other half to uw. Results: old new change civ 100 50 / 2 mil 100 100 shell 80 125 * 1.5625 gun 400 950 * 2.375 pet 2 7 * 3.5 iron 10 10 dust 200 200 bar 1000 2500 * 2.5 food 0 0 oil 100 50 / 2 lcm 100 20 / 5 hcm 200 40 / 5 uw 0 50 new rad 0 50 new Ships, planes and land units are worth base value * effic/100.0 * (0.5 + unit tech level / 1000.0) For ships and land units, the base value is lcm/5.0 + hcm/5.0 Build cost is ignored, but lcms are valued twice as much "loose" ones (before this commit). Therefore, building stuff can change your position on the power chart in both directions, depending on the type of build. For planes, the base value is 20 * (0.5 + nation tech level / 1000.0) Build cost and materials are ignored, and tech is squared. This is plainly absurd. Unify to (power value of money and materials to build) * effic/100.0 This formula is chosen so that building stuff doesn't change your power factor. Bonus: it doesn't assume anything about possible build materials. For ships and land units, factoring in build cost overcompensates the discounted value of construction materials more often than not. Noteworthy changes for the stock game: ship type old new change ss slave ship 20 5.8 * 0.29 largest decrease cs cargo ship 20 7.8 * 0.39 ts trade ship 60 25.5 * 0.42 frg frigate 12 7.8 * 0.65 bb battleship 24 21.8 * 0.91 cal light carrier 22 30.4 * 1.38 can nuc carrier 30 84.6 * 2.82 largest increase land unit type old new change hat hvy artillery 12 9.6 * 0.8 largest decrease linf light infantry 2.4 3.32 * 1.38 cav cavalry 3 5.4 * 1.8 inf infantry 3 5.4 * 1.8 lar lt armor 3 6.4 * 2.13 com commando 3 15.4 * 5.13 eng engineer 3 30.4 * 10.13 meng mech engineer 3 45.4 * 15.13 largest increase For planes, the power value change depends on the type. Below a certain nation tech level, planes of this type become more valuable, above less. For the stock game, planes costing at most $1000 become less valuable at any nation tech level that can build them, and planes costing at least $1800 become more valuable at any practical tech level, i.e. under 400. Noteworthy planes: plane type new sam Sea Sparrow 2.1 least valuable f2 P-51 Mustang 4.34 lb TBD-1 Devastator 5.92 jf1 F-4 Phantom 10.6 tr C-56 Lodestar 10.78 jt C-141 Starlifter 15.86 jhb B-52 Strato-Fortress 33.54 ss KH-7 spysat 41.2 most valuable The old value is a flat 12 at nation tech level 100, 15 at tech level 250, and 18 at tech level 400. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
62 lines
2.2 KiB
Perl
62 lines
2.2 KiB
Perl
.TH Concept "Item types"
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.NA Item-types "Description of the different types of items"
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.LV Basic
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.s1
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The different kinds of people and materials are called items, or
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sometimes commodities.
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.s1
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The show command displays the detailed characteristics of items.
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.s1
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.EX show item
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.NF
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item power value sell lbs packing melt item
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mnem in no wh ur bk deno name
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c 50 1 no 1 1 10 10 10 10 4 civilians
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m 100 0 yes 1 1 1 1 1 1 20 military
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s 125 5 yes 1 1 1 10 1 1 80 shells
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g 950 60 yes 10 1 1 10 1 1 100 guns
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p 7 4 yes 1 1 1 10 1 1 50 petrol
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i 10 2 yes 1 1 1 10 1 1 100 iron ore
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d 200 20 yes 5 1 1 10 1 1 100 dust (gold)
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b 2500 280 yes 50 1 1 5 1 4 200 bars of gold
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f 0 0 yes 1 1 1 10 1 1 2 food
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o 50 8 yes 1 1 1 10 1 1 50 oil
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l 20 2 yes 1 1 1 10 1 1 100 light products
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h 40 4 yes 1 1 1 10 1 1 100 heavy products
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u 50 1 yes 2 1 1 2 1 1 2 uncompensated workers
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r 50 150 yes 8 1 1 10 1 1 1000 radioactive materials
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.FI
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.s1
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The meaning of the headings are:
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.in \w'packing wh\0\0'u
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.L "item mnem"
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A one-letter mnemonic abbreviation of the item name. Commands let you
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use this to select the item.
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.L power
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How much 1000 units of this item contribute to power (see \*Qinfo
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power\*U).
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.L value
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The value if the item is mortgaged.
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.L sell
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Whether you can sell the item on the market.
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.L lbs
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The weight of the item, which determines how much mobility it takes to
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move it.
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.L "packing in"
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The packing bonus the item receives in inefficient (<60%) sectors.
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.L "packing no"
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The packing bonus the item receives in normal sectors.
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.L "packing wh"
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The packing bonus the item receives in warehouse sectors.
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.L "packing ur"
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The packing bonus the item receives in urban sectors.
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.L "packing bk"
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The packing bonus the item receives in bank sectors.
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.L "item name"
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The full name of the item.
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.in
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.s1
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To find out which sectors are in what packing groups, try the "show
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sector s" command.
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.s1
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.SA "Commodities, Products, show, Sector-types, Producing"
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