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m (→‎Loyalty Gain: Added a note about Disloyal citizens.)
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{{HaxusNeeded|This whole page could use some Haxus love.}}
{{Delete|Extremely outdated}}
{{Warning|'''Nota bene''': This page is ''not intended for discussion or explanation''. As derived from the page title, this page is strictly intended to be a reference list of known calculations. If you intend to expand on any of the topics mentioned, directly or indirectly, by this page, please '''create a new, separate article''' and provide a link to it from here, as appropriate.}}
 
== Preface ==
== Preface ==
Unless otherwise specified, the mentioned value or equation is safe to use for related calculations, and producing results that either exactly the same as shown in game, or error margin is negligible.
Unless otherwise specified, the mentioned value or equation is safe to use for related calculations, and producing results that either exactly the same as shown in game, or error margin is negligible.
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(*) - Experimentally proven value.<br/>
(*) - Experimentally proven value.<br/>
(?) - Assumed or guessed value. If you have more info, please add your proposed equation to the list.<br/>
(?) - Assumed or guessed value. If you have more info, please add your proposed equation to the list.<br/>
== Tech Level, quality and research ==
Main limiting factor for technological advance in Hazeron is quality of your resources, which limits the technological level of the ships you can build.
Quality and TL are bound by the following formula:
TLmax = 1 + FLOOR(Q / 8)
Therefore, reverse formula to obtain minimum necessary quality for certain TL is
Qmin = 8 * (TL - 1)
Thus, for example, minimum quality to achieve TL32 is:
  Qmin = 8 * (TL - 1) = 8 * (32 - 1) = Q248
=== Research time and cost ===
One run of research job costs 1'000¢ multiplied by the job TL.
  JobCost = 1'000¢ * TL
Research time
  BaseResearchTime = 1'000s * TL
Researching at university, if the research is not an University tech,
  ResearchTime = BaseResearchTime + 250s
Computers used in research process make it faster
  JobTime = ResearchTime / 2.25
=== Maximum Time for a Breakthrough ===
The estimated '''''maximum''''' amount of time it'll take for a breakthrough can be found with this equation
Time(Seconds) = Time for Each Process(Seconds) / Amount of Processes / 100
So if you have 8 processes at 7:25 per process it'll take you 93 minutes maximum to hit a breakthrough unless you're unlucky, but the chances are that you'll hit a breakthrough before the 93 minutes.


== Colonization ==
== Colonization ==


==== World population limit from planet size ====
==== World population limit from planet size ====
  PopulationLimit = 100 * FLOOR( PlanetDiameter / 1'800 )
  PopulationLimit = ??? PlanetDiameter ???
 
==== Loyalty Gain ====
One citizen becomes loyal per city report.
 
This means one every 13 minutes, and sixty every 13 hours.


If there are disloyal citizens, one citizen becomes non-disloyal instead.
==== World volume limit from planet size ====
VolumeLimit = ??? PlanetDiameter ???


==== Food consumption  ====
==== Food consumption  ====
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==== Air consumption ====
==== Air consumption ====
  (*) One citizen breathe one unit of Air per minute.
  Each citizen breathe one unit of [[Air]] per city report.
(Approximated from "13 units per citizen per report".)
 
==== City import rate ====
There's no single equation that cover all resource types for a given city, because different importers import different lists of items, with some intersections between them. The most generalized equation would be this:
 
ImportRate = ImporterCapability * CityStock * TradeLinkThroughput
 
* ImportRate - Maximum possible import of this item type per tick;
* ImporterCapability - the %% importer could import under ideal conditions;
* CityStock - the available amount of items in a city we are importing from;
* TradeLinkThroughput - 1 (road); 0.5 (wharf); 0.33 (airport - same planet); 0.25 (interplanetary trades).
 
Ref: [http://hazeron.com/phpBB3/viewtopic.php?p=19446#p19446 Forum post]. Also refer to [[City_Trade|city trading guide]].


== Ship design and construction ==
== Ship design and construction ==
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=== Station service range ===
=== Station service range ===
  Service Range = TL * 50m
  Service Range = TL * 100m
  The range is calculated from the outer edge of station extents.
  The range is calculated from the outer edge of station extents.


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Note that this math is for optimal range (shown in design summary as "Damage XXXe at YYYm"). The maximum range (which is shown as "Range" in design summary, and at which point your weapon efficiency is halved) is double that.
Note that this math is for optimal range (shown in design summary as "Damage XXXe at YYYm"). The maximum range (which is shown as "Range" in design summary, and at which point your weapon efficiency is halved) is double that.


=== Sensor room ===
=== Sensor ===


  Range = ModuleAmount * 6477 * (0.95 + 0.05 * TL)
  Range = ModuleAmount * 6477 * (0.95 + 0.05 * TL)

Latest revision as of 23:12, 11 March 2024

This page is a candidate for deletion.
If you disagree with its deletion, please discuss your reasons on its associated talk page, as applicable.
Remember to check if anything links here and the page history before deleting.
The reason given is: Extremely outdated

Last edit by Celarious (talk · contrib) · Last edited on Mon, 11 Mar 2024 23:12:25 +0000

An important note!

Nota bene: This page is not intended for discussion or explanation. As derived from the page title, this page is strictly intended to be a reference list of known calculations. If you intend to expand on any of the topics mentioned, directly or indirectly, by this page, please create a new, separate article and provide a link to it from here, as appropriate.

Preface

Unless otherwise specified, the mentioned value or equation is safe to use for related calculations, and producing results that either exactly the same as shown in game, or error margin is negligible.

Legend

(*) - Experimentally proven value.
(?) - Assumed or guessed value. If you have more info, please add your proposed equation to the list.

Colonization

World population limit from planet size

PopulationLimit = ??? PlanetDiameter ???

World volume limit from planet size

VolumeLimit = ??? PlanetDiameter ???

Food consumption

Citizens eat 20% of their max hit points, in food value, per city report.

Liquor consumption

Citizens consume 20% of their max hit points, in intoxication points, per city report.

Air consumption

Each citizen breathe one unit of Air per city report.

Ship design and construction

Ship mass

One hull triangle mass:

24.947578125*(armorLevel+1) kg.
For fuel cell: add 126.859453125 kg per triangle regardless of TL or armor level.

Mass limit for design at specified TL

Ship mass < TL * 350'000kg

Station service range

Service Range = TL * 100m
The range is calculated from the outer edge of station extents.

TL affected by berths

Design TL >= (Crew Berths + Troop Berths + Passenger Berths) - 7

Armor

Damage absorbed = FLOOR((20 + 50 * ArmorLevel) * (0.95 + 0.05 * TL))
Energy absorbed = FLOOR((5 + 2 * ArmorLevel) * (0.95 + 0.05 * TL))

HP

HP of one hull triangle:

Metal Hull HP = 10 * FLOOR( 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )
Magmium Hull HP = 10 * FLOOR( 1.25 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )
Vulcium Hull HP = 10 * FLOOR( 1.5 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )

HP of equipment:

HP = 10 * ModuleAmount

Capacitor

Capacitor capacity from TL

Capacitor = 0.95 + 0.05 * TL

Capacitor recharge rate

(?) Capacitor recharge time is assumed to be fixed at 30 seconds for any size of capacitor.

Capacitor conversion rate

(?) Probably, 1 unit of Hydrogen per cell per cycle. Cycle length is unknown.

Weapon bay consumption rate

Each weapon module consume 1 point of capacitor each shot (at max power)
(?) The Rate of Fire is assumed to be 1 shot per 5 seconds
Conclusion: For continuous fire, you need the figure of "capacitor enough for 6 shots at max power".

FTL drive consumption rate per activation
Note: FTL drive capacitor usage in design summary is wrong.
First, it only count capacitor for required, rather than installed, amount of engines.
Second, it simply miscalculating cap use at certain tech levels.

Wormhole Drive:
CapUsage = ModuleAmount / (0.95 + 0.05 * TL)
Warp Drive:
CapUsage = ModuleAmount * ( 2 * WarpFactor - 1 ) / (0.95 + 0.05 * TL)

Weapon bay

Damage = ModuleAmount * 5 * (0.95 + 0.05 * TL)
<math>Range = \sqrt{ 25'000 * ModuleAmount } * ( 0.95 + 0.05 * TL )</math>

Note that this math is for optimal range (shown in design summary as "Damage XXXe at YYYm"). The maximum range (which is shown as "Range" in design summary, and at which point your weapon efficiency is halved) is double that.

Sensor

Range = ModuleAmount * 6477 * (0.95 + 0.05 * TL)

Navigation and control

Mission control distances

"Travel to system" control distance: 5'000km.

This means, helmsman will report order completed, when the ship is reached the distance of approx. 5'000'000 meters from the main star of the system.
Note on warpdrive usage: Officer will not confirm arrival, when warp core is hot.