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	<id>https://hazeron.com:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnrDaemon</id>
	<title>Hazeron Wiki - User contributions [en]</title>
	<link rel="self" type="application/atom+xml" href="https://hazeron.com:443/wiki/api.php?action=feedcontributions&amp;feedformat=atom&amp;user=AnrDaemon"/>
	<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php/Special:Contributions/AnrDaemon"/>
	<updated>2026-04-19T17:14:11Z</updated>
	<subtitle>User contributions</subtitle>
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	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=3852</id>
		<title>Trade Connection</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=3852"/>
		<updated>2016-10-02T01:36:51Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Undo revision 3813 by Chiefwaffles (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|Could use a restructuring and some links to other pages.}}&lt;br /&gt;
&lt;br /&gt;
Trade is the fuel of economy. It transfers wealth, creating new jobs, producing taxes… Trade, along with resource extraction, manufacturing and research, is an essential part of every Empire that is not centered on pillaging.&lt;br /&gt;
&lt;br /&gt;
Trade present itself in many forms. Players buy items they need, and sell what they have no use for, harvester and cargo ships deliver resources to the colonies, but this visible and obvious activity is hardly a tip of the iceberg that is going under the hood. I'm talking about the trades that happen between cities in the same solarsystem. While these so-called &amp;quot;wholesale&amp;quot; trades are not taxed by the government, they serve essential role of resource exchange between cities in the same system.&lt;br /&gt;
&lt;br /&gt;
And to build and maintain a successful and prosperous colony, you need to understand, how this trade is conducted, what is affecting it, and how you can exploit its rules to your advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== There is no export ==&lt;br /&gt;
First rule you must take to heart is that colonies do not export anything. All intrasystem trading between cities is based on import and import alone.&lt;br /&gt;
&lt;br /&gt;
Not obvious? Confusing? Let me make an example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I ask you nicely to sell me one for a credit. You comply. We exchange. You now have an apple and a credit. I have an apple and no money.&lt;br /&gt;
&lt;br /&gt;
That's what you call export. You willingly share an apple with me. Now, a different example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I take an apple from you and give you a credit. I now have an apple and no money. You have an apple, a credit and a grudge against me.&lt;br /&gt;
&lt;br /&gt;
That's how city trades work in Hazeron. You may call it &amp;quot;civilized robbery&amp;quot;. We call it import.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade links ==&lt;br /&gt;
Trading between cities does not happen out of the blue. In order to participate in the trade, two cities must have a connection. There's four different types of trade links in the game, each have different throughput:&lt;br /&gt;
&lt;br /&gt;
# Roads. The road built from one city close enough to another one will serve as a trade link between these two cities. The throughput of the road is considered a base for all other trade links. I.e. 100%.&lt;br /&gt;
# Wharfs. Wharf, beside being a manufacturing building, supplying the city with delicious seafood, also serves as a trade link overseas. Throughput of the Wharf is half of the road's. (50%)&lt;br /&gt;
# Airport Terminal (same planet). Airport Terminals serve as two distinctive cases of trade links. When both cities are located on the same planet, the throughput of the terminal is a third of the road. (~33%)&lt;br /&gt;
# Airport Terminal (interplanetary). In case of interplanetary exchange, the terminal's throughput is a quarter of the road throughput. (25%)&lt;br /&gt;
&lt;br /&gt;
What this means in practice, is that you can build a city, that is connected to one city on the same planet, but not to any other.&lt;br /&gt;
&lt;br /&gt;
For the purposes of import calculation, the best available link is always selected.&lt;br /&gt;
&lt;br /&gt;
== Importers ==&lt;br /&gt;
Trade links are good, but they only provide avenue for trading. Import itself is performed by special buildings - importers:&lt;br /&gt;
&lt;br /&gt;
* Cantina. Good old crash place import what the citizens eat, water and alcohol. Import rate is&lt;br /&gt;
 0.5%(base) + 0.5% per floor, up to 20% total.&lt;br /&gt;
* Grocery. Your go-to shop for all things edible will import food, water, alcohol and medicine. Import rate is&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Retail Store. As a complement to Grocery, Retail Shop will provide city with essential tools and materials for maintenance, as well as Air, armors, weapon  and other necessary goods. Import rate is similar to Grocery:&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Broker. The ultimate end of every trade route in the city, Broker will import anything and everything. Miraculous in gathering raw resources from remote cities in one place, it wrecking havok when used carelessly. Importing potential of a Broker is huge.&lt;br /&gt;
 2% per floor, up to 80% total.&lt;br /&gt;
&lt;br /&gt;
Now, as you can see, the import is defined in relative units. The actual quantity is calculated from the available stock of the city the importer grabbing from, and is further modified by the link throughput. Check the [[Equations#City_import_rate|Equations]] page for further information on the math involved.&lt;br /&gt;
&lt;br /&gt;
This is an important moment to keep in mind: Current stock matters as much as your ability to import it. If you ever thought that &amp;quot;oh, I'm overproducting this item, let's turn the production off&amp;quot; - you've made very big mistake. There's no such thing as overproduction. Only too slow or not fast enough production. All your cities should always have everything they are using or producing in full stock. Exceptions exist, but principle remains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How all of it works ==&lt;br /&gt;
It works quite simple. Every six minutes a city call its importers to grab goods from cities around it. Rules are applied and goods are delivered. Those familiar with games like NIM can easily approximate the rules to the situation.&lt;br /&gt;
&lt;br /&gt;
For those unfamiliar, let me show you an example. Assume we have three heaps of sticks: heap A with 50 items, heap B with 100 items and heap C with 200 items. For the sake of our example, we pretend, that each heap represent a city connected inland by a road, and have one floor of a broker each and is not limited on storage. This means, each turn each heap… err, city can import no more than 2% of other city's stock.&lt;br /&gt;
&lt;br /&gt;
Let's give our cities turns in the order of their names (i.e. A goes first, then B, then C, then turn is passed back to A), and take a look at the stock changes:&lt;br /&gt;
&lt;br /&gt;
* A(50 + 0.02 * B + 0.02 * C) = A(50 + 2(B) + 4(C)) = A(56), B(98), C(196)&lt;br /&gt;
* B(98 + 0.02 * A + 0.02 * C) = B(98 + 1(A) + 3(C)) = B(102), A(55), C(193)&lt;br /&gt;
* C(193 + 1(A) + 2(B)) = C(196), A(55), B(100)&lt;br /&gt;
&lt;br /&gt;
Even in this short example, the tendency is visible, but the picture will tell it outright:&lt;br /&gt;
[[File:CityTradesExchangeGraph.png|frameless|640px|center]]&lt;br /&gt;
&lt;br /&gt;
Low-stock cities tend to accumulate stock, high-stock cities tend to supply other, but at the same time, each party make sure to not overdraw the others, with the shared stock of the system eventually reaching certain equilibrium. The system is self-balancing and is very powerful at that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reservation ===&lt;br /&gt;
However, due to constant whining from people mismanaging their systems, the reservation mechanics was implemented. Cities in certain environments [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=6456&amp;amp;p=81675#p81675 reserve a minimum stock of some commodities]:&lt;br /&gt;
&lt;br /&gt;
* Air, Water - On a world that does not support animal life, a city reserves 13 units per citizen.&lt;br /&gt;
* Food - On a world that does not support plant life, a city reserves 10 units of each kind of food per citizen, divided by its food value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can you use it ==&lt;br /&gt;
Now, that's a very good question!… What? No, really, it is a very good question. But to answer it you should read the previous parts of this article. Do it now, please, while I'm finishing this write-up.&lt;br /&gt;
&lt;br /&gt;
====A note on roads from Haxus====&lt;br /&gt;
When it comes to road connection, at least one end of a road in City A must land on a road (anywhere) of City B to be connected.&lt;br /&gt;
&lt;br /&gt;
If each city has a crossing road, it won't work. An end has to land on a road.&lt;br /&gt;
&lt;br /&gt;
It's ok to have crossing roads. But when it evaluates connections it looks at the ends to save work.&lt;br /&gt;
&lt;br /&gt;
The end of road A can land anywhere on road B, not necessarily it's center line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Talk:FTL_Drive&amp;diff=3710</id>
		<title>Talk:FTL Drive</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Talk:FTL_Drive&amp;diff=3710"/>
		<updated>2016-06-07T15:19:29Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;==Warp Drive Power Usage==&lt;br /&gt;
All warp factors definitely use same amount of power, I've seen a major drop in power/fuel consumption on my warp 9 ships.&lt;br /&gt;
&lt;br /&gt;
Need to figure out two things:&lt;br /&gt;
# Is wormhole drive power same as warp 1 power currently?&lt;br /&gt;
# Will the designer say you are warp 9 capable if you only have enough power for warp 1 formerly?&lt;br /&gt;
[[User:ChickenBoy|ChickenBoy]] ([[User_talk:ChickenBoy|talk]]) 02:36, 15 December 2015 (MST)&lt;br /&gt;
&lt;br /&gt;
: I am not totally sure about about all this. Suggest you post it on the forum though, this isn't really a bug reporting place. ^^; - [[User:Deantwo|Deantwo]] ([[User_talk:Deantwo|talk]]) 08:55, 15 December 2015 (MST)&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
==Haxus on AI plotting course through wormholes==&lt;br /&gt;
http://hazeron.com/phpBB3/viewtopic.php?p=96316#p96316&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Atmosphere&amp;diff=3418</id>
		<title>Atmosphere</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Atmosphere&amp;diff=3418"/>
		<updated>2016-02-22T00:46:46Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;[[Planet]]s often have atmospheres. Atmosphere content and density determine whether the air is breathable by people and [[animal]]s.&lt;br /&gt;
&lt;br /&gt;
Density is expressed as a percentage value from 0 to 100%. Atmosphere density between 15 and 85 percent can be breathed; below 15% animals cannot draw enough air into their lungs; above 85% animals cannot force the air out of their lungs.&lt;br /&gt;
&lt;br /&gt;
Atmospheric content is classified into categories.&lt;br /&gt;
&lt;br /&gt;
{| class=&amp;quot;wikitable&amp;quot;&lt;br /&gt;
! Class&lt;br /&gt;
! Animals&lt;br /&gt;
! Plants&lt;br /&gt;
! Description&lt;br /&gt;
|-&lt;br /&gt;
| Standard&lt;br /&gt;
| Possible&lt;br /&gt;
| Possible&lt;br /&gt;
| Atmosphere is a good mix of breathable gases with few impurities.&lt;br /&gt;
|-&lt;br /&gt;
| Tainted&lt;br /&gt;
| Possible&lt;br /&gt;
| Possible&lt;br /&gt;
| Atmosphere is a tolerable mix of gases to breath. Air may contain visible levels of impurities.&lt;br /&gt;
|-&lt;br /&gt;
| Exotic&lt;br /&gt;
| &lt;br /&gt;
| Possible&lt;br /&gt;
| Atmosphere is poisonous to people and animals but may host [[plant]] life. [[Environment_Suit|Environment suit]] required.&lt;br /&gt;
|-&lt;br /&gt;
| Corrosive (green)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Atmosphere is poisonous to all [[plant]] and [[animal]] life. Corrosive to all equipment.&lt;br /&gt;
|-&lt;br /&gt;
| Insidious (purple)&lt;br /&gt;
| &lt;br /&gt;
| &lt;br /&gt;
| Atmosphere is extremely poisonous to all [[plant]] and [[animal]] life. Extremely corrosive to all equipment.&lt;br /&gt;
|}&lt;br /&gt;
&lt;br /&gt;
==Atmosphere Density==&lt;br /&gt;
{{Commodity&lt;br /&gt;
| Name = Atmosphere Density&lt;br /&gt;
| Picture = C_Atmosphere.png&lt;br /&gt;
| Cost = 10.00¢&lt;br /&gt;
| Weight = 0.00kg&lt;br /&gt;
| Size = n/a&lt;br /&gt;
| Capacity = &lt;br /&gt;
}}{{Commodity&lt;br /&gt;
| Name = Frigid&amp;lt;br&amp;gt; Atmosphere Density&lt;br /&gt;
| Picture = C_FrigidAtmosphere.png&lt;br /&gt;
| Cost = 10.00¢&lt;br /&gt;
| Weight = 0.00kg&lt;br /&gt;
| Size = n/a&lt;br /&gt;
| Capacity = &lt;br /&gt;
}}{{Commodity&lt;br /&gt;
| Name = Inferno&amp;lt;br&amp;gt; Atmosphere Density&lt;br /&gt;
| Picture = C_InfernoAtmosphere.png&lt;br /&gt;
| Cost = 10.00¢&lt;br /&gt;
| Weight = 0.00kg&lt;br /&gt;
| Size = n/a&lt;br /&gt;
| Capacity = &lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
Atmosphere density is an [[environmental]] [[commodity]] used by processes that require an atmosphere.&lt;br /&gt;
&lt;br /&gt;
A [[Wind_Power_Plant|wind power plant]] requires an atmosphere in order to function, and a [[refinery]] require an atmosphere to harvest gaseous [[resource]]s from.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;br /&gt;
[[Category:Commodities]]&lt;br /&gt;
[[Category:Environmental]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:Building/Doc&amp;diff=3416</id>
		<title>Template:Building/Doc</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:Building/Doc&amp;diff=3416"/>
		<updated>2016-02-21T09:33:40Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: /* How to use */&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=How to use=&lt;br /&gt;
To use this template, simply copy this into the very top of a building's page.&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Building&lt;br /&gt;
 | Name = &lt;br /&gt;
 | Picture = &lt;br /&gt;
 | Placement = &lt;br /&gt;
 | MaxLevel = &lt;br /&gt;
 | Jobs = &lt;br /&gt;
 | Homes = &lt;br /&gt;
 | Materials =&lt;br /&gt;
 * x [[Material of Choice]]&lt;br /&gt;
 * &lt;br /&gt;
 * [[Harsh Environment Enclosure|Additional materials in harsh environments]]&lt;br /&gt;
 | Tools =&lt;br /&gt;
 * &lt;br /&gt;
 | Speedup =&lt;br /&gt;
 * [[Hammer]]&lt;br /&gt;
 * [[SUV]]&lt;br /&gt;
 * [[Electricity]]&lt;br /&gt;
 * [[Computer]]&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
Then fill in information as need. See the examples below.&lt;br /&gt;
&lt;br /&gt;
Notes:&lt;br /&gt;
* If the building does not have any homes, just leave the homes tag blank.&lt;br /&gt;
&lt;br /&gt;
A few of the fields can left blank to invoke the default, which is:&lt;br /&gt;
* Name = &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;{{PAGENAME}}&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* Picture = &amp;lt;code&amp;gt;Imbox deletion.png&amp;lt;/code&amp;gt;&lt;br /&gt;
* Placement = &amp;lt;code&amp;gt;&amp;lt;nowiki&amp;gt;Land near [[Road]]&amp;lt;/nowiki&amp;gt;&amp;lt;/code&amp;gt;&lt;br /&gt;
* MaxLevel = &amp;lt;code&amp;gt;1&amp;lt;/code&amp;gt;&lt;br /&gt;
* Jobs = &amp;lt;code&amp;gt;1 plus 1 for each level&amp;lt;/code&amp;gt;&lt;br /&gt;
* Homes = (special, the homes section will only be visible if the &amp;quot;homes&amp;quot; tag is used)&lt;br /&gt;
* Materials = &amp;lt;code&amp;gt;*None&amp;lt;/code&amp;gt;&lt;br /&gt;
* Tools = &amp;lt;code&amp;gt;*None&amp;lt;/code&amp;gt;&lt;br /&gt;
* Speedup = &amp;lt;code&amp;gt;*None&amp;lt;/code&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Minimal Example==&lt;br /&gt;
{{Building&lt;br /&gt;
| Name = &lt;br /&gt;
| Picture = &lt;br /&gt;
| Placement = &lt;br /&gt;
| MaxLevel = &lt;br /&gt;
| Jobs = &lt;br /&gt;
| Homes = &lt;br /&gt;
| Materials =&lt;br /&gt;
| Tools =&lt;br /&gt;
| Speedup =&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Building&lt;br /&gt;
 | Name = &lt;br /&gt;
 | Picture = &lt;br /&gt;
 | Placement = &lt;br /&gt;
 | MaxLevel = &lt;br /&gt;
 | Jobs = &lt;br /&gt;
 | Homes = &lt;br /&gt;
 | Materials =&lt;br /&gt;
 | Tools =&lt;br /&gt;
 | Speedup =&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
==Full Examples==&lt;br /&gt;
{{Building&lt;br /&gt;
| Name = Casino&lt;br /&gt;
| Picture = BCasino.png&lt;br /&gt;
| Placement = Land near [[Road]]&lt;br /&gt;
| MaxLevel = 32&lt;br /&gt;
| Jobs = 2 plus 1 for each level&lt;br /&gt;
| Homes = &lt;br /&gt;
| Materials = &lt;br /&gt;
* 120 [[Material of Choice]]&lt;br /&gt;
* 4 [[Electronic Part]]s&lt;br /&gt;
* 12 [[Mechanical Part]]s&lt;br /&gt;
* 12 [[Metal]]&lt;br /&gt;
* 40 [[Plastic]]&lt;br /&gt;
* 50 [[Textiles]]&lt;br /&gt;
* 2 [[Gem Ring]]&lt;br /&gt;
* [[Harsh Environment Enclosure|Additional materials in harsh environments]]&lt;br /&gt;
| Tools = &lt;br /&gt;
* [[Soldering Iron]]&lt;br /&gt;
* [[Hammer]]&lt;br /&gt;
| Speedup = &lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
* [[Computer]]&lt;br /&gt;
* [[SUV]]&lt;br /&gt;
}}&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Building&lt;br /&gt;
 | Name = Casino&lt;br /&gt;
 | Picture = BCasino.png&lt;br /&gt;
 | Placement = Land near [[Road]]&lt;br /&gt;
 | MaxLevel = 32&lt;br /&gt;
 | Jobs = 2 plus 1 for each level&lt;br /&gt;
 | Homes = &lt;br /&gt;
 | Materials = &lt;br /&gt;
 * 120 [[Material of Choice]]&lt;br /&gt;
 * 4 [[Electronic Part]]s&lt;br /&gt;
 * 12 [[Mechanical Part]]s&lt;br /&gt;
 * 12 [[Metal]]&lt;br /&gt;
 * 40 [[Plastic]]&lt;br /&gt;
 * 50 [[Textiles]]&lt;br /&gt;
 * 2 [[Gem Ring]]&lt;br /&gt;
 * [[Harsh Environment Enclosure|Additional materials in harsh environments]]&lt;br /&gt;
 | Tools =&lt;br /&gt;
 * [[Soldering Iron]]&lt;br /&gt;
 * [[Hammer]]&lt;br /&gt;
 | Speedup =&lt;br /&gt;
 * [[Electricity]]&lt;br /&gt;
 * [[Computer]]&lt;br /&gt;
 * [[SUV]]&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&amp;lt;br&amp;gt;&lt;br /&gt;
&lt;br /&gt;
{{Building&lt;br /&gt;
| Name = Apartment&lt;br /&gt;
| Picture = BApartment.png&lt;br /&gt;
| Placement = Land near [[Road]]&lt;br /&gt;
| MaxLevel = 32&lt;br /&gt;
| Jobs = 1&lt;br /&gt;
| Homes = 4 for each level&lt;br /&gt;
| Materials = &lt;br /&gt;
* 20 [[Material of Choice]]&lt;br /&gt;
* [[Harsh Environment Enclosure|Additional materials in harsh environments]]&lt;br /&gt;
| Tools = &lt;br /&gt;
* [[Hammer]]&lt;br /&gt;
| Speedup = &lt;br /&gt;
* [[Electricity]]&lt;br /&gt;
* [[Computer]]&lt;br /&gt;
* [[SUV]]&lt;br /&gt;
}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Building&lt;br /&gt;
 | Name = Apartment&lt;br /&gt;
 | Picture = BApartment.png&lt;br /&gt;
 | Placement = Land near [[Road]]&lt;br /&gt;
 | MaxLevel = 32&lt;br /&gt;
 | Jobs = 1&lt;br /&gt;
 | Homes = 4 for each level&lt;br /&gt;
 | Materials = &lt;br /&gt;
 * 20 [[Material of Choice]]&lt;br /&gt;
 * [[Harsh Environment Enclosure|Additional materials in harsh environments]]&lt;br /&gt;
 | Tools = &lt;br /&gt;
 * [[Hammer]]&lt;br /&gt;
 | Speedup = &lt;br /&gt;
 * [[Electricity]]&lt;br /&gt;
 * [[Computer]]&lt;br /&gt;
 * [[SUV]]&lt;br /&gt;
 }}&amp;lt;/nowiki&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3412</id>
		<title>Template:!</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3412"/>
		<updated>2016-02-21T09:23:43Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Undo revision 3405 by AnrDaemon (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;|&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3410</id>
		<title>Template:!</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3410"/>
		<updated>2016-02-21T09:23:28Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Undo revision 3406 by AnrDaemon (talk)&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{Mbox&lt;br /&gt;
| icon = Imbox_deletion.png&lt;br /&gt;
| colorborder = Red&lt;br /&gt;
| colorbackground = White&lt;br /&gt;
| colortext = Black&lt;br /&gt;
| text = '''An important note!'''&lt;br /&gt;
&lt;br /&gt;
Description: '''''{{{1|No description supplied!}}}'''''&lt;br /&gt;
&lt;br /&gt;
If you know the answer, please edit this page or state it on the [[{{TALKPAGENAME}}|talk page]]!&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{!/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Equations&amp;diff=3409</id>
		<title>Equations</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Equations&amp;diff=3409"/>
		<updated>2016-02-21T09:16:58Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HaxusNeeded|This whole page could use some Haxus love.}}&lt;br /&gt;
{{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.}}&lt;br /&gt;
&lt;br /&gt;
== Preface ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
(*) - Experimentally proven value.&amp;lt;br/&amp;gt;&lt;br /&gt;
(?) - Assumed or guessed value. If you have more info, please add your proposed equation to the list.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Level, quality and research ==&lt;br /&gt;
Main limiting factor for technological advance in Hazeron is quality of your resources, which limits the technological level of the ships you can build.&lt;br /&gt;
&lt;br /&gt;
Quality and TL are bound by the following formula:&lt;br /&gt;
 TLmax = 1 + FLOOR(Q / 8)&lt;br /&gt;
Therefore, reverse formula to obtain minimum necessary quality for certain TL is&lt;br /&gt;
 Qmin = 8 * (TL - 1)&lt;br /&gt;
&lt;br /&gt;
Thus, for example, minimum quality to achieve TL32 is:&lt;br /&gt;
  Qmin = 8 * (TL - 1) = 8 * (32 - 1) = Q248&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Research time and cost ===&lt;br /&gt;
One run of research job costs 1'000¢ multiplied by the job TL.&lt;br /&gt;
  JobCost = 1'000¢ * TL&lt;br /&gt;
&lt;br /&gt;
Research time&lt;br /&gt;
  BaseResearchTime = 1'000s * TL&lt;br /&gt;
Researching at university, if the research is not an University tech,&lt;br /&gt;
  ResearchTime = BaseResearchTime + 250s&lt;br /&gt;
Computers used in research process make it faster&lt;br /&gt;
  JobTime = ResearchTime / 2.25&lt;br /&gt;
&lt;br /&gt;
=== Maximum Time for a Breakthrough ===&lt;br /&gt;
The estimated '''''maximum''''' amount of time it'll take for a breakthrough can be found with this equation&lt;br /&gt;
 Time(Seconds) = Time for Each Process(Seconds) / Amount of Processes / 100&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Colonization ==&lt;br /&gt;
&lt;br /&gt;
==== World population limit from planet size ====&lt;br /&gt;
 PopulationLimit = 100 * FLOOR( PlanetDiameter / 1'800 )&lt;br /&gt;
&lt;br /&gt;
==== Loyalty Gain ====&lt;br /&gt;
 One citizen becomes loyal per city report.&lt;br /&gt;
&lt;br /&gt;
This means one every 13 minutes, and sixty every 13 hours.&lt;br /&gt;
&lt;br /&gt;
If there are disloyal citizens, one citizen becomes non-disloyal instead.&lt;br /&gt;
&lt;br /&gt;
==== Food consumption  ====&lt;br /&gt;
 Citizens eat 20% of their max hit points, in food value, per city report.&lt;br /&gt;
&lt;br /&gt;
==== Liquor consumption ====&lt;br /&gt;
 Citizens consume 20% of their max hit points, in intoxication points, per city report.&lt;br /&gt;
&lt;br /&gt;
==== Air consumption ====&lt;br /&gt;
 Each citizen breathe one unit of [[Air]] per city report.&lt;br /&gt;
&lt;br /&gt;
==== City import rate ====&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 ImportRate = ImporterCapability * CityStock * TradeLinkThroughput&lt;br /&gt;
&lt;br /&gt;
* ImportRate - Maximum possible import of this item type per tick;&lt;br /&gt;
* ImporterCapability - the %% importer could import under ideal conditions;&lt;br /&gt;
* CityStock - the available amount of items in a city we are importing from;&lt;br /&gt;
* TradeLinkThroughput - 1 (road); 0.5 (wharf); 0.33 (airport - same planet); 0.25 (interplanetary trades).&lt;br /&gt;
&lt;br /&gt;
Ref: [http://hazeron.com/phpBB3/viewtopic.php?p=19446#p19446 Forum post]. Also refer to [[City_Trade|city trading guide]].&lt;br /&gt;
&lt;br /&gt;
== Ship design and construction ==&lt;br /&gt;
&lt;br /&gt;
=== Ship mass ===&lt;br /&gt;
&lt;br /&gt;
One hull triangle mass: &lt;br /&gt;
 24.947578125*(armorLevel+1) kg.&lt;br /&gt;
 For fuel cell: add 126.859453125 kg per triangle regardless of TL or armor level.&lt;br /&gt;
&lt;br /&gt;
Mass limit for design at specified TL&lt;br /&gt;
 Ship mass &amp;lt; TL * 350'000kg&lt;br /&gt;
&lt;br /&gt;
=== Station service range ===&lt;br /&gt;
 Service Range = TL * 50m&lt;br /&gt;
 The range is calculated from the outer edge of station extents.&lt;br /&gt;
&lt;br /&gt;
=== TL affected by berths ===&lt;br /&gt;
 Design TL &amp;gt;= (Crew Berths + Troop Berths + Passenger Berths) - 7&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
 Damage absorbed = FLOOR((20 + 50 * ArmorLevel) * (0.95 + 0.05 * TL))&lt;br /&gt;
 Energy absorbed = FLOOR((5 + 2 * ArmorLevel) * (0.95 + 0.05 * TL))&lt;br /&gt;
&lt;br /&gt;
=== HP ===&lt;br /&gt;
HP of one hull triangle:&lt;br /&gt;
 Metal Hull HP = 10 * FLOOR( 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
 Magmium Hull HP = 10 * FLOOR( 1.25 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
 Vulcium Hull HP = 10 * FLOOR( 1.5 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
&lt;br /&gt;
HP of equipment:&lt;br /&gt;
 HP = 10 * ModuleAmount&lt;br /&gt;
&lt;br /&gt;
=== Capacitor ===&lt;br /&gt;
&lt;br /&gt;
Capacitor capacity from TL&lt;br /&gt;
 Capacitor = 0.95 + 0.05 * TL&lt;br /&gt;
&lt;br /&gt;
Capacitor recharge rate&lt;br /&gt;
 (?) Capacitor recharge time is assumed to be fixed at 30 seconds for any size of capacitor.&lt;br /&gt;
&lt;br /&gt;
Capacitor conversion rate&lt;br /&gt;
 (?) Probably, 1 unit of Hydrogen per cell per cycle. Cycle length is unknown.&lt;br /&gt;
&lt;br /&gt;
Weapon bay consumption rate&lt;br /&gt;
 Each weapon module consume 1 point of capacitor each shot (at max power)&lt;br /&gt;
 (?) The Rate of Fire is assumed to be 1 shot per 5 seconds&lt;br /&gt;
&lt;br /&gt;
 Conclusion: For continuous fire, you need the figure of &amp;quot;capacitor enough for 6 shots at max power&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
FTL drive consumption rate per activation&amp;lt;br/&amp;gt;&lt;br /&gt;
Note: FTL drive capacitor usage in design summary is wrong.&amp;lt;br/&amp;gt;First, it only count capacitor for required, rather than installed, amount of engines.&amp;lt;br/&amp;gt;Second, it simply miscalculating cap use at certain tech levels.&lt;br /&gt;
 Wormhole Drive:&lt;br /&gt;
 CapUsage = ModuleAmount / (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
 Warp Drive:&lt;br /&gt;
 CapUsage = ModuleAmount * ( 2 * WarpFactor - 1 ) / (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
=== Weapon bay ===&lt;br /&gt;
&lt;br /&gt;
 Damage = ModuleAmount * 5 * (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Range = \sqrt{ 25'000 * ModuleAmount } * ( 0.95 + 0.05 * TL )&amp;lt;/math&amp;gt;&lt;br /&gt;
Note that this math is for optimal range (shown in design summary as &amp;quot;Damage XXXe at YYYm&amp;quot;). The maximum range (which is shown as &amp;quot;Range&amp;quot; in design summary, and at which point your weapon efficiency is halved) is double that.&lt;br /&gt;
&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
&lt;br /&gt;
 Range = ModuleAmount * 6477 * (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
== Navigation and control ==&lt;br /&gt;
=== Mission control distances ===&lt;br /&gt;
 &amp;quot;Travel to system&amp;quot; control distance: 5'000km.&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note on warpdrive usage: Officer will not confirm arrival, when warp core is hot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:Warning&amp;diff=3408</id>
		<title>Template:Warning</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:Warning&amp;diff=3408"/>
		<updated>2016-02-21T09:15:28Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Created page with &amp;quot;{{Mbox | icon = Imbox_deletion.png | colorborder = Red | colorbackground = White | colortext = Black | text = '''An important note!'''  ''{{{1|No description supplied.}}}'' }}...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Mbox&lt;br /&gt;
| icon = Imbox_deletion.png&lt;br /&gt;
| colorborder = Red&lt;br /&gt;
| colorbackground = White&lt;br /&gt;
| colortext = Black&lt;br /&gt;
| text = '''An important note!'''&lt;br /&gt;
&lt;br /&gt;
''{{{1|No description supplied.}}}''&lt;br /&gt;
}}&lt;br /&gt;
&amp;lt;noinclude&amp;gt;=What is the &amp;lt;nowiki&amp;gt;{{Warning}}&amp;lt;/nowiki&amp;gt; tag?=&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{Warning}}&amp;lt;/nowiki&amp;gt; tag is used to provide a visible notification mark on a page. Use it to convey an important message, but please, avoid using it unnecessarily.&lt;br /&gt;
&lt;br /&gt;
===What it'll look like===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Warning}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{Warning|Unlisted = True}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{Warning|Example page.}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{Warning|Example page.|Unlisted = True}}&lt;br /&gt;
&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Equations&amp;diff=3407</id>
		<title>Equations</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Equations&amp;diff=3407"/>
		<updated>2016-02-21T05:20:20Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Added a warning note for future editors.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{HaxusNeeded|This whole page could use some Haxus love.}}&lt;br /&gt;
{{!|'''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.}}&lt;br /&gt;
&lt;br /&gt;
== Preface ==&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Legend ==&lt;br /&gt;
(*) - Experimentally proven value.&amp;lt;br/&amp;gt;&lt;br /&gt;
(?) - Assumed or guessed value. If you have more info, please add your proposed equation to the list.&amp;lt;br/&amp;gt;&lt;br /&gt;
&lt;br /&gt;
== Tech Level, quality and research ==&lt;br /&gt;
Main limiting factor for technological advance in Hazeron is quality of your resources, which limits the technological level of the ships you can build.&lt;br /&gt;
&lt;br /&gt;
Quality and TL are bound by the following formula:&lt;br /&gt;
 TLmax = 1 + FLOOR(Q / 8)&lt;br /&gt;
Therefore, reverse formula to obtain minimum necessary quality for certain TL is&lt;br /&gt;
 Qmin = 8 * (TL - 1)&lt;br /&gt;
&lt;br /&gt;
Thus, for example, minimum quality to achieve TL32 is:&lt;br /&gt;
  Qmin = 8 * (TL - 1) = 8 * (32 - 1) = Q248&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Research time and cost ===&lt;br /&gt;
One run of research job costs 1'000¢ multiplied by the job TL.&lt;br /&gt;
  JobCost = 1'000¢ * TL&lt;br /&gt;
&lt;br /&gt;
Research time&lt;br /&gt;
  BaseResearchTime = 1'000s * TL&lt;br /&gt;
Researching at university, if the research is not an University tech,&lt;br /&gt;
  ResearchTime = BaseResearchTime + 250s&lt;br /&gt;
Computers used in research process make it faster&lt;br /&gt;
  JobTime = ResearchTime / 2.25&lt;br /&gt;
&lt;br /&gt;
=== Maximum Time for a Breakthrough ===&lt;br /&gt;
The estimated '''''maximum''''' amount of time it'll take for a breakthrough can be found with this equation&lt;br /&gt;
 Time(Seconds) = Time for Each Process(Seconds) / Amount of Processes / 100&lt;br /&gt;
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.&lt;br /&gt;
&lt;br /&gt;
== Colonization ==&lt;br /&gt;
&lt;br /&gt;
==== World population limit from planet size ====&lt;br /&gt;
 PopulationLimit = 100 * FLOOR( PlanetDiameter / 1'800 )&lt;br /&gt;
&lt;br /&gt;
==== Loyalty Gain ====&lt;br /&gt;
 One citizen becomes loyal per city report.&lt;br /&gt;
&lt;br /&gt;
This means one every 13 minutes, and sixty every 13 hours.&lt;br /&gt;
&lt;br /&gt;
If there are disloyal citizens, one citizen becomes non-disloyal instead.&lt;br /&gt;
&lt;br /&gt;
==== Food consumption  ====&lt;br /&gt;
 Citizens eat 20% of their max hit points, in food value, per city report.&lt;br /&gt;
&lt;br /&gt;
==== Liquor consumption ====&lt;br /&gt;
 Citizens consume 20% of their max hit points, in intoxication points, per city report.&lt;br /&gt;
&lt;br /&gt;
==== Air consumption ====&lt;br /&gt;
 Each citizen breathe one unit of [[Air]] per city report.&lt;br /&gt;
&lt;br /&gt;
==== City import rate ====&lt;br /&gt;
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:&lt;br /&gt;
&lt;br /&gt;
 ImportRate = ImporterCapability * CityStock * TradeLinkThroughput&lt;br /&gt;
&lt;br /&gt;
* ImportRate - Maximum possible import of this item type per tick;&lt;br /&gt;
* ImporterCapability - the %% importer could import under ideal conditions;&lt;br /&gt;
* CityStock - the available amount of items in a city we are importing from;&lt;br /&gt;
* TradeLinkThroughput - 1 (road); 0.5 (wharf); 0.33 (airport - same planet); 0.25 (interplanetary trades).&lt;br /&gt;
&lt;br /&gt;
Ref: [http://hazeron.com/phpBB3/viewtopic.php?p=19446#p19446 Forum post]. Also refer to [[City_Trade|city trading guide]].&lt;br /&gt;
&lt;br /&gt;
== Ship design and construction ==&lt;br /&gt;
&lt;br /&gt;
=== Ship mass ===&lt;br /&gt;
&lt;br /&gt;
One hull triangle mass: &lt;br /&gt;
 24.947578125*(armorLevel+1) kg.&lt;br /&gt;
 For fuel cell: add 126.859453125 kg per triangle regardless of TL or armor level.&lt;br /&gt;
&lt;br /&gt;
Mass limit for design at specified TL&lt;br /&gt;
 Ship mass &amp;lt; TL * 350'000kg&lt;br /&gt;
&lt;br /&gt;
=== Station service range ===&lt;br /&gt;
 Service Range = TL * 50m&lt;br /&gt;
 The range is calculated from the outer edge of station extents.&lt;br /&gt;
&lt;br /&gt;
=== TL affected by berths ===&lt;br /&gt;
 Design TL &amp;gt;= (Crew Berths + Troop Berths + Passenger Berths) - 7&lt;br /&gt;
&lt;br /&gt;
=== Armor ===&lt;br /&gt;
 Damage absorbed = FLOOR((20 + 50 * ArmorLevel) * (0.95 + 0.05 * TL))&lt;br /&gt;
 Energy absorbed = FLOOR((5 + 2 * ArmorLevel) * (0.95 + 0.05 * TL))&lt;br /&gt;
&lt;br /&gt;
=== HP ===&lt;br /&gt;
HP of one hull triangle:&lt;br /&gt;
 Metal Hull HP = 10 * FLOOR( 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
 Magmium Hull HP = 10 * FLOOR( 1.25 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
 Vulcium Hull HP = 10 * FLOOR( 1.5 * 0.275 * (ArmorLevel + 1) * (0.95 + 0.05 * TL) )&lt;br /&gt;
&lt;br /&gt;
HP of equipment:&lt;br /&gt;
 HP = 10 * ModuleAmount&lt;br /&gt;
&lt;br /&gt;
=== Capacitor ===&lt;br /&gt;
&lt;br /&gt;
Capacitor capacity from TL&lt;br /&gt;
 Capacitor = 0.95 + 0.05 * TL&lt;br /&gt;
&lt;br /&gt;
Capacitor recharge rate&lt;br /&gt;
 (?) Capacitor recharge time is assumed to be fixed at 30 seconds for any size of capacitor.&lt;br /&gt;
&lt;br /&gt;
Capacitor conversion rate&lt;br /&gt;
 (?) Probably, 1 unit of Hydrogen per cell per cycle. Cycle length is unknown.&lt;br /&gt;
&lt;br /&gt;
Weapon bay consumption rate&lt;br /&gt;
 Each weapon module consume 1 point of capacitor each shot (at max power)&lt;br /&gt;
 (?) The Rate of Fire is assumed to be 1 shot per 5 seconds&lt;br /&gt;
&lt;br /&gt;
 Conclusion: For continuous fire, you need the figure of &amp;quot;capacitor enough for 6 shots at max power&amp;quot;.&lt;br /&gt;
&lt;br /&gt;
FTL drive consumption rate per activation&amp;lt;br/&amp;gt;&lt;br /&gt;
Note: FTL drive capacitor usage in design summary is wrong.&amp;lt;br/&amp;gt;First, it only count capacitor for required, rather than installed, amount of engines.&amp;lt;br/&amp;gt;Second, it simply miscalculating cap use at certain tech levels.&lt;br /&gt;
 Wormhole Drive:&lt;br /&gt;
 CapUsage = ModuleAmount / (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
 Warp Drive:&lt;br /&gt;
 CapUsage = ModuleAmount * ( 2 * WarpFactor - 1 ) / (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
=== Weapon bay ===&lt;br /&gt;
&lt;br /&gt;
 Damage = ModuleAmount * 5 * (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;math&amp;gt;Range = \sqrt{ 25'000 * ModuleAmount } * ( 0.95 + 0.05 * TL )&amp;lt;/math&amp;gt;&lt;br /&gt;
Note that this math is for optimal range (shown in design summary as &amp;quot;Damage XXXe at YYYm&amp;quot;). The maximum range (which is shown as &amp;quot;Range&amp;quot; in design summary, and at which point your weapon efficiency is halved) is double that.&lt;br /&gt;
&lt;br /&gt;
=== Sensor ===&lt;br /&gt;
&lt;br /&gt;
 Range = ModuleAmount * 6477 * (0.95 + 0.05 * TL)&lt;br /&gt;
&lt;br /&gt;
== Navigation and control ==&lt;br /&gt;
=== Mission control distances ===&lt;br /&gt;
 &amp;quot;Travel to system&amp;quot; control distance: 5'000km.&lt;br /&gt;
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.&amp;lt;br /&amp;gt;&lt;br /&gt;
Note on warpdrive usage: Officer will not confirm arrival, when warp core is hot.&lt;br /&gt;
&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3406</id>
		<title>Template:!</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3406"/>
		<updated>2016-02-21T05:15:15Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{Mbox&lt;br /&gt;
| icon = Imbox_deletion.png&lt;br /&gt;
| colorborder = Red&lt;br /&gt;
| colorbackground = White&lt;br /&gt;
| colortext = Black&lt;br /&gt;
| text = '''An important note!'''&lt;br /&gt;
&lt;br /&gt;
''{{{1|No description supplied!}}}''&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{!/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3405</id>
		<title>Template:!</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:!&amp;diff=3405"/>
		<updated>2016-02-21T05:13:48Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;&amp;lt;includeonly&amp;gt;&lt;br /&gt;
{{Mbox&lt;br /&gt;
| icon = Imbox_deletion.png&lt;br /&gt;
| colorborder = Red&lt;br /&gt;
| colorbackground = White&lt;br /&gt;
| colortext = Black&lt;br /&gt;
| text = '''An important note!'''&lt;br /&gt;
&lt;br /&gt;
Description: '''''{{{1|No description supplied!}}}'''''&lt;br /&gt;
&lt;br /&gt;
If you know the answer, please edit this page or state it on the [[{{TALKPAGENAME}}|talk page]]!&lt;br /&gt;
}}&amp;lt;/includeonly&amp;gt;&amp;lt;noinclude&amp;gt;{{!/Doc}}&amp;lt;/noinclude&amp;gt;&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Template:Warning/Doc&amp;diff=3404</id>
		<title>Template:Warning/Doc</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Template:Warning/Doc&amp;diff=3404"/>
		<updated>2016-02-21T05:12:52Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Created page with &amp;quot;=What is the &amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt; tag?= The &amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt; tag is used to provide a visible notification mark on a page. Use it to convey an important message, but p...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;=What is the &amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt; tag?=&lt;br /&gt;
The &amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt; tag is used to provide a visible notification mark on a page. Use it to convey an important message, but please, avoid using it unnecessarily.&lt;br /&gt;
&lt;br /&gt;
===What it'll look like===&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{!}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{!|Unlisted = True}}&lt;br /&gt;
&lt;br /&gt;
 &amp;lt;nowiki&amp;gt;{{!|Example page.}}&amp;lt;/nowiki&amp;gt;&lt;br /&gt;
{{!|Example page.|Unlisted = True}}&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=3379</id>
		<title>Trade Connection</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=3379"/>
		<updated>2016-02-11T23:56:40Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{Revision|Could use a restructuring and some links to other pages.}}&lt;br /&gt;
&lt;br /&gt;
Trade is the fuel of economy. It transfers wealth, creating new jobs, producing taxes… Trade, along with resource extraction, manufacturing and research, is an essential part of every Empire that is not centered on pillaging.&lt;br /&gt;
&lt;br /&gt;
Trade present itself in many forms. Players buy items they need, and sell what they have no use for, harvester and cargo ships deliver resources to the colonies, but this visible and obvious activity is hardly a tip of the iceberg that is going under the hood. I'm talking about the trades that happen between cities in the same solarsystem. While these so-called &amp;quot;wholesale&amp;quot; trades are not taxed by the government, they serve essential role of resource exchange between cities in the same system.&lt;br /&gt;
&lt;br /&gt;
And to build and maintain a successful and prosperous colony, you need to understand, how this trade is conducted, what is affecting it, and how you can exploit its rules to your advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== There is no export ==&lt;br /&gt;
First rule you must take to heart is that colonies do not export anything. All intrasystem trading between cities is based on import and import alone.&lt;br /&gt;
&lt;br /&gt;
Not obvious? Confusing? Let me make an example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I ask you nicely to sell me one for a credit. You comply. We exchange. You now have an apple and a credit. I have an apple and no money.&lt;br /&gt;
&lt;br /&gt;
That's what you call export. You willingly share an apple with me. Now, a different example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I take an apple from you and give you a credit. I now have an apple and no money. You have an apple, a credit and a grudge against me.&lt;br /&gt;
&lt;br /&gt;
That's how city trades work in Hazeron. You may call it &amp;quot;civilized robbery&amp;quot;. We call it import.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade links ==&lt;br /&gt;
Trading between cities does not happen out of the blue. In order to participate in the trade, two cities must have a connection. There's four different types of trade links in the game, each have different throughput:&lt;br /&gt;
&lt;br /&gt;
# Roads. The road built from one city close enough to another one will serve as a trade link between these two cities. The throughput of the road is considered a base for all other trade links. I.e. 100%.&lt;br /&gt;
# Wharfs. Wharf, beside being a manufacturing building, supplying the city with delicious seafood, also serves as a trade link overseas. Throughput of the Wharf is half of the road's. (50%)&lt;br /&gt;
# Airport Terminal (same planet). Airport Terminals serve as two distinctive cases of trade links. When both cities are located on the same planet, the throughput of the terminal is a third of the road. (~33%)&lt;br /&gt;
# Airport Terminal (interplanetary). In case of interplanetary exchange, the terminal's throughput is a quarter of the road throughput. (25%)&lt;br /&gt;
&lt;br /&gt;
What this means in practice, is that you can build a city, that is connected to one city on the same planet, but not to any other.&lt;br /&gt;
&lt;br /&gt;
For the purposes of import calculation, the best available link is always selected.&lt;br /&gt;
&lt;br /&gt;
== Importers ==&lt;br /&gt;
Trade links are good, but they only provide avenue for trading. Import itself is performed by special buildings - importers:&lt;br /&gt;
&lt;br /&gt;
* Cantina. Good old crash place import what the citizens eat, water and alcohol. Import rate is&lt;br /&gt;
 0.5%(base) + 0.5% per floor, up to 20% total.&lt;br /&gt;
* Grocery. Your go-to shop for all things edible will import food, water, alcohol and medicine. Import rate is&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Retail Store. As a complement to Grocery, Retail Shop will provide city with essential tools and materials for maintenance, as well as Air, armors, weapon  and other necessary goods. Import rate is similar to Grocery:&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Broker. The ultimate end of every trade route in the city, Broker will import anything and everything. Miraculous in gathering raw resources from remote cities in one place, it wrecking havok when used carelessly. Importing potential of a Broker is huge.&lt;br /&gt;
 2% per floor, up to 80% total.&lt;br /&gt;
&lt;br /&gt;
Now, as you can see, the import is defined in relative units. The actual quantity is calculated from the available stock of the city the importer grabbing from, and is further modified by the link throughput. Check the [[Equations#City_import_rate|Equations]] page for further information on the math involved.&lt;br /&gt;
&lt;br /&gt;
This is an important moment to keep in mind: Current stock matters as much as your ability to import it. If you ever thought that &amp;quot;oh, I'm overproducting this item, let's turn the production off&amp;quot; - you've made very big mistake. There's no such thing as overproduction. Only too slow or not fast enough production. All your cities should always have everything they are using or producing in full stock. Exceptions exist, but principle remains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How all of it works ==&lt;br /&gt;
It works quite simple. Every six minutes a city call its importers to grab goods from cities around it. Rules are applied and goods are delivered. Those familiar with games like NIM can easily approximate the rules to the situation.&lt;br /&gt;
&lt;br /&gt;
For those unfamiliar, let me show you an example. Assume we have three heaps of sticks: heap A with 50 items, heap B with 100 items and heap C with 200 items. For the sake of our example, we pretend, that each heap represent a city connected inland by a road, and have one floor of a broker each and is not limited on storage. This means, each turn each heap… err, city can import no more than 2% of other city's stock.&lt;br /&gt;
&lt;br /&gt;
Let's give our cities turns in the order of their names (i.e. A goes first, then B, then C, then turn is passed back to A), and take a look at the stock changes:&lt;br /&gt;
&lt;br /&gt;
* A(50 + 0.02 * B + 0.02 * C) = A(50 + 2(B) + 4(C)) = A(56), B(98), C(196)&lt;br /&gt;
* B(98 + 0.02 * A + 0.02 * C) = B(98 + 1(A) + 3(C)) = B(102), A(55), C(193)&lt;br /&gt;
* C(193 + 1(A) + 2(B)) = C(196), A(55), B(100)&lt;br /&gt;
&lt;br /&gt;
Even in this short example, the tendency is visible, but the picture will tell it outright:&lt;br /&gt;
[[File:CityTradesExchangeGraph.png|frameless|640px|center]]&lt;br /&gt;
&lt;br /&gt;
Low-stock cities tend to accumulate stock, high-stock cities tend to supply other, but at the same time, each party make sure to not overdraw the others, with the shared stock of the system eventually reaching certain equilibrium. The system is self-balancing and is very powerful at that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reservation ===&lt;br /&gt;
However, due to constant whining from people mismanaging their systems, the reservation mechanics was implemented. Cities in certain environments [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=6456&amp;amp;p=81675#p81675 reserve a minimum stock of some commodities]:&lt;br /&gt;
&lt;br /&gt;
* Air, Water - On a world that does not support animal life, a city reserves 13 units per citizen.&lt;br /&gt;
* Food - On a world that does not support plant life, a city reserves 10 units of each kind of food per citizen, divided by its food value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can you use it ==&lt;br /&gt;
Now, that's a very good question!… What? No, really, it is a very good question. But to answer it you should read the previous parts of this article. Do it now, please, while I'm finishing this write-up.&lt;br /&gt;
&lt;br /&gt;
====A note on roads from Haxus====&lt;br /&gt;
When it comes to road connection, at least one end of a road in City A must land on a road (anywhere) of City B to be connected.&lt;br /&gt;
&lt;br /&gt;
If each city has a crossing road, it won't work. An end has to land on a road.&lt;br /&gt;
&lt;br /&gt;
It's ok to have crossing roads. But when it evaluates connections it looks at the ends to save work.&lt;br /&gt;
&lt;br /&gt;
The end of road A can land anywhere on road B, not necessarily it's center line.&lt;br /&gt;
&lt;br /&gt;
[[Category:Guides]]&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3106</id>
		<title>Harsh Environment Enclosure</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3106"/>
		<updated>2015-11-14T12:18:01Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[city]] placed in a harsh environment, such as on an airless [[moon]], will require environmental enclosures for all [[buildings]].&lt;br /&gt;
&lt;br /&gt;
Harsh environment brings with it a number of penalties and special restrictions.&lt;br /&gt;
&lt;br /&gt;
==City Effects==&lt;br /&gt;
All [[cities]] located in a harsh environment have the following permanent effects or requirements:&lt;br /&gt;
* City will have a permanent &amp;quot;-1 Harsh Environment Penalty&amp;quot; morale penalty;&lt;br /&gt;
* There will be no automatic [[citizen]]s immigration without an (f.e.) [[Airport_Terminal|Airport Terminal]];&lt;br /&gt;
* Citizens only immigrate at half the normal rate (but birth rate is not affected);&lt;br /&gt;
* Citizens will require [[Air]] as a commodity in the city store to breathe (shortage will result in a proportional morale penalty and/or deaths);&lt;br /&gt;
* City will require [[Electricity]] at all times (shortage will result in &amp;quot;Powerless in harsh environment&amp;quot; morale penalty);&lt;br /&gt;
* Citizens will start labor jobs regardless of day or night cycle, or presence of Electricity in the city.&lt;br /&gt;
&lt;br /&gt;
==Materials requirement==&lt;br /&gt;
* Every building's floor in harsh environment requires extra building materials:&lt;br /&gt;
** 3 [[Metal]]&lt;br /&gt;
** 2 [[Plastic]]&lt;br /&gt;
** 1 [[Electronic_Part|Electronic Part]]&lt;br /&gt;
&lt;br /&gt;
==Moonbase==&lt;br /&gt;
The first harsh environment colony is most often on a [[moon]] in order to mine [[eludium]] and possible [[lumenite]], which is used to manufacture [[starship]]s.&lt;br /&gt;
&lt;br /&gt;
==Biodomes==&lt;br /&gt;
While a [[Biodome]] protects against the harsh environment, all buildings constructed still required the materials needed for the harsh environment enclosures. This is so the harsh environment enclosure can quickly be deployed in case the biodome fails.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3105</id>
		<title>Harsh Environment Enclosure</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3105"/>
		<updated>2015-11-14T12:09:00Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;{{toc}}&lt;br /&gt;
A [[city]] placed in a harsh environment, such as on an airless [[moon]], will require environmental enclosures for all [[buildings]].&lt;br /&gt;
&lt;br /&gt;
Harsh environment brings with it a number of penalties and special restrictions.&lt;br /&gt;
&lt;br /&gt;
==City Effects==&lt;br /&gt;
All [[cities]] located in a harsh environment have the following permanent effects or requirements:&lt;br /&gt;
* City will have a permanent &amp;quot;-1 Harsh Environment Penalty&amp;quot; morale penalty;&lt;br /&gt;
* There will be no automatic [[citizen]]s immigration without an (f.e.) [[Airport_Terminal|Airport Terminal]];&lt;br /&gt;
* Citizens only immigrate at half the normal rate (but birth rate is not affected);&lt;br /&gt;
* Citizens will require [[Air]] as a commodity in the city store to breathe (shortage will result in a proportional morale penalty and/or deaths);&lt;br /&gt;
* City will require [[Electricity]] at all times (shortage will result in &amp;quot;Powerless in harsh environment&amp;quot; morale penalty);&lt;br /&gt;
* Citizens will start labor jobs regardless of day or night cycle, or presence of Electricity in the city.&lt;br /&gt;
&lt;br /&gt;
==Materials requirement==&lt;br /&gt;
* Every building's floor in harsh environment requires extra building materials:&lt;br /&gt;
** 3 [[Metal]]&lt;br /&gt;
** 2 [[Plastic]]&lt;br /&gt;
** 1 [[Electronic_Part|Electronic Part]]&lt;br /&gt;
&lt;br /&gt;
==Moonbase==&lt;br /&gt;
The first harsh environment colony is most often on a [[moon]] in order to mine [[eludium]] and possible [[lumenite]], which is used to manufacture [[starship]]s.&lt;br /&gt;
&lt;br /&gt;
==Biodomes==&lt;br /&gt;
While a [[Biodome]] protects against the harsh environment, all buildings constructed still required the materials needed for the harsh environment enclosures. This is so the harsh environment enclosure can quickly be deployed in case the biodome fails.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3104</id>
		<title>Harsh Environment Enclosure</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3104"/>
		<updated>2015-11-14T11:51:53Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[city]] placed in a harsh environment, such as on a [[moon]], will require harsh environment enclosures for all [[buildings]]. It brings with it a number of penalties and special restrictions.&lt;br /&gt;
&lt;br /&gt;
While a [[biodome]] protects against the harsh environment, all buildings constructed still required the materials needed for the harsh environment enclosures. This is so the harsh environment enclosure can quickly be deployed in case the biodome fails.&lt;br /&gt;
&lt;br /&gt;
===City Penalties===&lt;br /&gt;
All [[cities]] located in a harsh environment have the following:&lt;br /&gt;
* They have a permanent -1 morale penalty (-1 Harsh Environment Penalty)&lt;br /&gt;
* There will be no automatic [[citizen]] immigration without an [[Airport_Terminal|airport terminal]]&lt;br /&gt;
* Citizens only immigrate at half the normal rate&lt;br /&gt;
* They will require [[air]], either imported or produced locally&lt;br /&gt;
* They will require [[electricity]] at all time&lt;br /&gt;
&lt;br /&gt;
===Materials requirement===&lt;br /&gt;
* Every building's floor in harsh environment requires extra building materials:&lt;br /&gt;
** 3 [[Metal]]&lt;br /&gt;
** 2 [[Plastic]]&lt;br /&gt;
** 1 [[Electronic_Part|Electronic Part]]&lt;br /&gt;
&lt;br /&gt;
===Moonbase===&lt;br /&gt;
The first harsh environment colony is most often on a [[moon]] in order to mine [[eludium]] and possible [[lumenite]], which is used to manufacture [[starship]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3103</id>
		<title>Harsh Environment Enclosure</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Harsh_Environment_Enclosure&amp;diff=3103"/>
		<updated>2015-11-14T11:50:29Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: &lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;A [[city]] placed in a harsh environment, such as on a [[moon]], will require harsh environment enclosures for all [[buildings]]. It brings with it a number of penalties and special restrictions.&lt;br /&gt;
&lt;br /&gt;
While a [[biodome]] protects against the harsh environment, all buildings constructed still required the materials needed for the harsh environment enclosures. This is so the harsh environment enclosure can quickly be deployed in case the biodome fails.&lt;br /&gt;
&lt;br /&gt;
===City Penalties===&lt;br /&gt;
All [[cities]] located in a harsh environment have the following:&lt;br /&gt;
* They have a permanent -1 morale penalty (-1 Harsh Environment Penalty)&lt;br /&gt;
* There will be no automatic [[citizen]] immigration without an [[Airport_Terminal|airport terminal]]&lt;br /&gt;
* Citizens only immigrate at half the normal rate&lt;br /&gt;
* They will require [[air]], either imported or produced locally&lt;br /&gt;
* They will require [[electricity]] at all time&lt;br /&gt;
&lt;br /&gt;
===Materials requirement===&lt;br /&gt;
* Every building's floor in harsh environment requires extra building materials:&lt;br /&gt;
** 3 [[metal]]&lt;br /&gt;
** 2 [[plastic]]&lt;br /&gt;
** 1 [[Electronic_Part|electronic part]]&lt;br /&gt;
&lt;br /&gt;
===Moonbase===&lt;br /&gt;
The first harsh environment colony is most often on a [[moon]] in order to mine [[eludium]] and possible [[lumenite]], which is used to manufacture [[starship]]s.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=1991</id>
		<title>Trade Connection</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=Trade_Connection&amp;diff=1991"/>
		<updated>2015-09-01T20:14:26Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: There is no export. Cities don't send anything anywhere. The system is pull-based, using push-based terms to describe it is just wrong.&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Trade is the fuel of economy. It transfers wealth, creating new jobs, producing taxes… Trade, along with resource extraction, manufacturing and research, is an essential part of every Empire that is not centered on pillaging.&lt;br /&gt;
&lt;br /&gt;
Trade present itself in many forms. Players buy items they need, and sell what they have no use for, harvester and cargo ships deliver resources to the colonies, but this visible and obvious activity is hardly a tip of the iceberg that is going under the hood. I'm talking about the trades that happen between cities in the same solarsystem. While these so-called &amp;quot;wholesale&amp;quot; trades are not taxed by the government, they serve essential role of resource exchange between cities in the same system.&lt;br /&gt;
&lt;br /&gt;
And to build and maintain a successful and prosperous colony, you need to understand, how this trade is conducted, what is affecting it, and how you can exploit its rules to your advantage.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== There is no export ==&lt;br /&gt;
First rule you must take to heart is that colonies do not export anything. All intrasystem trading between cities is based on import and import alone.&lt;br /&gt;
&lt;br /&gt;
Not obvious? Confusing? Let me make an example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I ask you nicely to sell me one for a credit. You comply. We exchange. You now have an apple and a credit. I have an apple and no money.&lt;br /&gt;
&lt;br /&gt;
That's what you call export. You willingly share an apple with me. Now, a different example.&lt;br /&gt;
&lt;br /&gt;
* You have two apples. I take an apple from you and give you a credit. I now have an apple and no money. You have an apple, a credit and a grudge against me.&lt;br /&gt;
&lt;br /&gt;
That's how city trades work in Hazeron. You may call it &amp;quot;civilized robbery&amp;quot;. We call it import.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Trade links ==&lt;br /&gt;
Trading between cities does not happen out of the blue. In order to participate in the trade, two cities must have a connection. There's four different types of trade links in the game, each have different throughput:&lt;br /&gt;
&lt;br /&gt;
# Roads. The road built from one city close enough to another one will serve as a trade link between these two cities. The throughput of the road is considered a base for all other trade links. I.e. 100%.&lt;br /&gt;
# Wharfs. Wharf, beside being a manufacturing building, supplying the city with delicious seafood, also serves as a trade link overseas. Throughput of the Wharf is half of the road's. (50%)&lt;br /&gt;
# Airport Terminal (same planet). Airport Terminals serve as two distinctive cases of trade links. When both cities are located on the same planet, the throughput of the terminal is a third of the road. (~33%)&lt;br /&gt;
# Airport Terminal (interplanetary). In case of interplanetary exchange, the terminal's throughput is a quarter of the road throughput. (25%)&lt;br /&gt;
&lt;br /&gt;
What this means in practice, is that you can build a city, that is connected to one city on the same planet, but not to any other.&lt;br /&gt;
&lt;br /&gt;
For the purposes of import calculation, the best available link is always selected.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== Importers ==&lt;br /&gt;
Trade links are good, but they only provide avenue for trading. Import itself is performed by special buildings - importers:&lt;br /&gt;
&lt;br /&gt;
* Cantina. Good old crash place import what the citizens eat, water and alcohol. Import rate is&lt;br /&gt;
 0.5%(base) + 0.5% per floor, up to 20% total.&lt;br /&gt;
* Grocery. Your go-to shop for all things edible will import food, water, alcohol and medicine. Import rate is&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Retail Store. As a complement to Grocery, Retail Shop will provide city with essential tools and materials for maintenance, as well as Air, armors, weapon  and other necessary goods. Import rate is similar to Grocery:&lt;br /&gt;
 1% per floor, up to 40% total.&lt;br /&gt;
* Broker. The ultimate end of every trade route in the city, Broker will import anything and everything. Miraculous in gathering raw resources from remote cities in one place, it wrecking havok when used carelessly. Importing potential of a Broker is huge.&lt;br /&gt;
 2% per floor, up to 80% total.&lt;br /&gt;
&lt;br /&gt;
Now, as you can see, the import is defined in relative units. The actual quantity is calculated from the available stock of the city the importer grabbing from, and is further modified by the link throughput. Check the [[Equations#City_import_rate|Equations]] page for further information on the math involved.&lt;br /&gt;
&lt;br /&gt;
This is an important moment to keep in mind: Current stock matters as much as your ability to import it. If you ever thought that &amp;quot;oh, I'm overproducting this item, let's turn the production off&amp;quot; - you've made very big mistake. There's no such thing as overproduction. Only too slow or not fast enough production. All your cities should always have everything they are using or producing in full stock. Exceptions exist, but principle remains.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How all of it works ==&lt;br /&gt;
It works quite simple. Every six minutes a city call its importers to grab goods from cities around it. Rules are applied and goods are delivered. Those familiar with games like NIM can easily approximate the rules to the situation.&lt;br /&gt;
&lt;br /&gt;
For those unfamiliar, let me show you an example. Assume we have three heaps of sticks: heap A with 50 items, heap B with 100 items and heap C with 200 items. For the sake of our example, we pretend, that each heap represent a city connected inland by a road, and have one floor of a broker each and is not limited on storage. This means, each turn each heap… err, city can import no more than 2% of other city's stock.&lt;br /&gt;
&lt;br /&gt;
Let's give our cities turns in the order of their names (i.e. A goes first, then B, then C, then turn is passed back to A), and take a look at the stock changes:&lt;br /&gt;
&lt;br /&gt;
* A(50 + 0.02 * B + 0.02 * C) = A(50 + 2(B) + 4(C)) = A(56), B(98), C(196)&lt;br /&gt;
* B(98 + 0.02 * A + 0.02 * C) = B(98 + 1(A) + 3(C)) = B(102), A(55), C(193)&lt;br /&gt;
* C(193 + 1(A) + 2(B)) = C(196), A(55), B(100)&lt;br /&gt;
&lt;br /&gt;
Even in this short example, the tendency is visible, but the picture will tell it outright:&lt;br /&gt;
[[File:CityTradesExchangeGraph.png|frameless|640px|center]]&lt;br /&gt;
&lt;br /&gt;
Low-stock cities tend to accumulate stock, high-stock cities tend to supply other, but at the same time, each party make sure to not overdraw the others, with the shared stock of the system eventually reaching certain equilibrium. The system is self-balancing and is very powerful at that.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
=== Reservation ===&lt;br /&gt;
However, due to constant whining from people mismanaging their systems, the reservation mechanics was implemented. Cities in certain environments [http://hazeron.com/phpBB3/viewtopic.php?f=3&amp;amp;t=6456&amp;amp;p=81675#p81675 reserve a minimum stock of some commodities]:&lt;br /&gt;
&lt;br /&gt;
* Air, Water - On a world that does not support animal life, a city reserves 13 units per citizen.&lt;br /&gt;
* Food - On a world that does not support plant life, a city reserves 10 units of each kind of food per citizen, divided by its food value.&lt;br /&gt;
&lt;br /&gt;
&lt;br /&gt;
== How can you use it ==&lt;br /&gt;
Now, that's a very good question!… What? No, really, it is a very good question. But to answer it you should read the previous parts of this article. Do it now, please, while I'm finishing this write-up.&lt;br /&gt;
&lt;br /&gt;
[[Category:Colonization]]&lt;br /&gt;
[[Category:Science]]&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
	<entry>
		<id>https://hazeron.com:443/wiki/index.php?title=User:AnrDaemon&amp;diff=1856</id>
		<title>User:AnrDaemon</title>
		<link rel="alternate" type="text/html" href="https://hazeron.com:443/wiki/index.php?title=User:AnrDaemon&amp;diff=1856"/>
		<updated>2015-08-23T08:25:10Z</updated>

		<summary type="html">&lt;p&gt;AnrDaemon: Created page with &amp;quot;Greeting, stranger. I'm not surprised to see your kind here. Many adventurers traveled this way since the recent troubles began.  POV tracking POV placement (head/hand) or wea...&amp;quot;&lt;/p&gt;
&lt;hr /&gt;
&lt;div&gt;Greeting, stranger. I'm not surprised to see your kind here. Many adventurers traveled this way since the recent troubles began.&lt;br /&gt;
&lt;br /&gt;
POV tracking&lt;br /&gt;
POV placement (head/hand) or weapon aiming&lt;br /&gt;
Point-and-click interaction.&lt;br /&gt;
Meaningful interface (Game, world, consoles)&lt;br /&gt;
Latency-independent game control&lt;br /&gt;
Session syncronization and serialization&lt;br /&gt;
Non-brainded inventory&lt;br /&gt;
Finite orders&lt;br /&gt;
PD turrets in ship options&lt;br /&gt;
Export/import regulations&lt;br /&gt;
Straightforward construction process, no split fetch/produce.&lt;/div&gt;</summary>
		<author><name>AnrDaemon</name></author>
	</entry>
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