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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/> | ||
== Colonization == | == Colonization == |
Revision as of 15:15, 28 April 2020
This section has details missing or obscure mechanics that need clarification by Haxus. Description: This whole page could use some Haxus love. If you know the answer, please edit this page or state it on the talk page! |
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 = 100 * FLOOR( PlanetDiameter / 1'800 )
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.
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.
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: Forum post. Also refer to city trading guide.
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)
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.