37 lines
1.4 KiB
Perl
37 lines
1.4 KiB
Perl
.TH Concept Research
|
|
.NA Research "How Research level is calculated each update"
|
|
.LV Expert
|
|
.sp
|
|
.s1
|
|
If the RES_POP option is in use,
|
|
the research level of a country determines the maximum number of civilians,
|
|
mil, and uw's
|
|
that can live in a sector. The maximum then is:
|
|
.s1
|
|
.ti 3
|
|
400 + 600 * ((research*4 + 50)/(research*3 + 200))
|
|
.s1
|
|
So, for example, at 0 research, after an update, the max you
|
|
could have in a sector would be 550 civs, 550 uws, and 550 mil.
|
|
Note that in the case of captured sectors,
|
|
the research level of the current owner governs, even if the old
|
|
owner of the sector had a higher/lower research.
|
|
.s1
|
|
If, after population growth, there are more civs than the limit, the
|
|
excess are lost. Uw's & mil work the same way, each being individually
|
|
limited.
|
|
.s1
|
|
The research level also affects the likelihood of plague outbreaks.
|
|
(Unless the NO_PLAGUE option is used, of course)
|
|
.s1
|
|
The \*Qnation\*U command will display,
|
|
among other things,
|
|
your current research level.
|
|
.s1
|
|
The procedure determining how much your research level goes up every
|
|
update is exactly the same for research as it is for technology
|
|
(see "info Technology") except for the fact that "research log base"
|
|
is always 2.00 and "easy research" is always 0.75. But besides this,
|
|
research bleeds, decays, and leaks in exactly the same way as technology.
|
|
.s1
|
|
.SA "Innards, nation, Products, Technology, Nation, Production, Update"
|