Technology: Difference between revisions

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{{Revision|1=Still slightly out of date, see: [[Technology Update]]}}
#REDIRECT [[Technology_Update]]
Technology represent information such as manuals and other written information.
 
All [[building]]s have a [[quality]] level, this quality level affects the quality of all products made and other special functions.
 
==Tech Disk==
{{Commodity
| Name = ''Building'' Technology
| Picture = C_TechLevel.png
| Cost = 50.00¢
| Weight = 0.02kg
| Size = 1
| Capacity =
}}
Technology disks, or tech disks, are a way of storing and moving technology from one place to another. A tech disk is of a specific [[building]] type, for example a "University Technology" disk.
 
If a [[city]] has blank media, [[paper]] or [[Blank_Disk|blank disks]], each building in the city has has a small chance to produce a tech disk of its quality level. Alternatively a [[Mass_Media|mass media]] building will produce extra tech disks for each building type in the city.
 
At every [[City_Report|city report]] cycle the city will check for tech disks that are higher quality than a building of the tech disk's type. If a building is lower quality than a tech disk, the disk is consumed and the building is upgraded to the quality of the tech disk.
 
Tech disks can be distributed to any other cities in the same [[Solar_System|solar system]] with a [[broker]] using the normal [[City_Trade|city trading]].
 
===Technology Bias===
Tech disks produced by a mass media building will have a positive or negative bias. A city with an overwhelming amount of positive biased tech disks will get a [[morale]] bonus, negatively biased tech will give a morale penalty.
 
==Research==
The quality level of buildings automatically increase slowly over time. The first few quality levels going fast, later quality levels taking a long time to finish.
 
timeToNextQ = currentQ * 1000 seconds
 
===Research Calculation===
It is possible to calculate how long it will take to reach a given quality level using this formula:
 
timeToDesiredQ = 1000 seconds * ( currentQ + desiredQ - 1) * ( desiredQ - currentQ ) / 2
 
{| class="wikitable"
|+ Time to quality level from Q1
|-
! Quality Level
| style="text-align:right;" | 2
| style="text-align:right;" | 10
| style="text-align:right;" | 20
| style="text-align:right;" | 50
| style="text-align:right;" | 75
| style="text-align:right;" | 100
| style="text-align:right;" | 150
| style="text-align:right;" | 200
| style="text-align:right;" | 255
|-
! Time
| 16 minutes
| 12 hours
| 2 days
| 14 days
| 32 days
| 57 days
| 129 days
| 230 days
| 374 days
|}
 
==Technology Benefits==
<s>The general rule is that things are 5% more efficient per tech level beyond the first. For example; a TL6 [[warehouse]]s have 25% more storage than TL 1 warehouses. A TL11 [[spacecraft]] is 50% faster than the same spacecraft at TL1; its weapons and shields are 50% more effective; its sensors have 50% more range, etc. A TL21 [[pistol]] with TL21 [[Pistol_Ammunition|pistol ammunition]] will deal 100% more damage than a TL1 pistol with TL1 ammunition.
 
An industry [[building]] which produces [[commodities]] will produce materials of that TL, unless the TL of the materials used in the process are of a lower TL, in which case that TL is used instead. "Harvesting" buildings ([[Mine]]s, [[well]]s etc.) instantly produce [[resource]]s of their own TL if the [[quality]] of the resource is high enough, if not it is capped at the quality level's TL. (For example, a TL6 mine harvesting Q40 ore will produce TL5 ore and a TL 4 [[smelter]] will produce TL4 metal from any metal TL4 or higher.)</s>
 
For more information see the [[Quality]] page.
 
[[Category:Commodities]]
[[Category:Science]]

Latest revision as of 21:23, 24 February 2024

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