The collection value of a sector is sector value = sector type value * (sector efficiency + 100) + sum of item values item value = item type value * amount The sector and item type values are configurable. The item type collect values aren't too far off the power values: uid mnem pow val pow/val 0 "c" 50 1 50 1 "m" 100 0 inf 2 "s" 125 5 25 3 "g" 950 60 15.8 4 "p" 7 4 1.75 5 "i" 10 2 5 6 "d" 200 20 10 7 "b" 2500 280 8.9 8 "f" 0 0 NaN 9 "o" 50 8 6.25 10 "l" 20 2 10 11 "h" 40 4 10 12 "u" 50 1 50 13 "r" 50 150 0.33 The power value is very roughly ten times the collect value, except for civilians and uw it's 50, for rads its 0.33, and military are free to collect. The latter two make no sense. Replace the item type collect value by the power value / 50 for people, and by the power value / 10 for everything else. This makes collecting military, shells, guns and uw more expensive, and petrol, bars, iron, oil and rads cheaper. The sector type values are basically arbitrary. For instance, an iron mine costs five times as much as a wilderness, but a third of an uranium mine, regardless of actual resource contents. Replace this by different arbitrary values: sector value = (item value of materials necessary to build it + build cost) * efficiency / 100 + sector type maximum population + sum of item values Some sector types become cheaper, some more expensive. Drop sect-chr and item selector value. Signed-off-by: Markus Armbruster <armbru@pond.sub.org>
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3 lines
83 B
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config item
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uid name mnem sell lbs pkg
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# header 'pkg' requires an index in field 6
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