Documentation: Formulas
The Score - the Church's resistance to that technology / unit |
Before I could generate a unit's statistics, I needed to
have a general idea of how powerful the unit was. In order to facilitate
this, I created formulas for generating a score for each technology that can
be researched in the game. Then a unit's score was a function of the
technologies required to create that unit. To calculate the score for a
particular technology, I determined all of the technology's prerequisites and
then used 1 point for each technology required + the absolute value of each
Church Dislike Negative + 1 point for itself + the absolute value of its own
Church Dislike Negative. So for instance Ceramsteel's score is:
So its score is 1 point for each technology + any Church
modifiers (all 0 here) + 1 for itself + any Church modifiers (0 again) for
itself: 1 + 1 + 1 + 1 + 1 = 5
So its score is: 1 + 1 + 4 + 7 = 13
Unfortunately the scores for Ceramsteel and Monopols just
can't be added because the technologies Physics, Energy Physcis, and Electron
Microscopes would be added twice. So they are counted only once and therefore
Heavy Infantry's score = 9 (Monopols) + 2 (Ceramsteel minus duplicated
technologies, 5 - 3) = 11
There are no redundant technologies, so Fanatic Legions
score is: 11 + 2 + 2 = 15 |
To compute the number of research points required to
research a specific technology I implemented a different approach. The 3
technology base division's starting research cost is 100 Research Points
(RP). The next level down is 150 base + any prerequisites. The next level
down is 200 base + any prerequisites, and so on as far down as the
technologies go.
So the total number of RP = 100 + 150 = 250
So to compute its score, 100 + 150 + 200 + 250 + 300 + 150
+ 250 + 350 + 400 = 2150
Web Missiles Applied Tech Research Cost = 375 ((100 + 150 + 150 + 200 + 250 +300 + 350)/4) |
By using what is stated in the manual for various resources:
I generated formulas for all the statistics. The statistics are Movement Rate (MR), Unit Base Type (UB, i.e. Space Fighter, Noble, etc.), Spotting (Sp), Camouflage (Ca), Agility (Ag), Armor (Ar), Psy Defense (Psy Def), Accuracy (Ac), Attack Strength (AS), Time to Build (TB), and Unit Upkeep / Cost per turn ($).
A new addition from previous versions of Hyperion is the use of technology modifiers on certain resources. For instance, if a unit requires technology X, then that technology will make usage of a particular resource more effective for increasing that particular statistic. The formulas have been continuously revised as I’ve developed Hyperion and those listed below represent the latest unit-design formulas. Unit Statistics
MR = MT + (Fo(foot only) * TM) - (Me / 20) + (2 * Ch * TM)+ (Bi(foot only) * TM) + El - (Ce / 40) + We + ( Mo * (MTM + TM) ) + En(non foot only)
Fo(foot only), Ch, Bi(foot only), El, We, Mo, and En(non foot) are the number of each resource "devoted" to Move Rate Technology Modifier (TM) – Fo: Viper Militia(2); Ch: Atmospheric Fighters(2);Bi: Xyll Warbeasts(2); Mo: Hover Tech(1), Advanced Hover Tech(1) Movement Type Modifier (MTM) – foot(1), all others(2)
Sp = MT + Tr + (El * TM * MTM) + (Bi(foot only) * TM) + TB
Tr, El, Bi (foot only) are the number of each resource "devoted" to Spot TM – Bi: Tracker Legion(2), Xyll Warbeasts(2), El: Aircraft Surveillance(2), Assassin(2), Special Forces(2) MTM – Air(2), Hover(2), Jump(3), Space(3), Lander(3) Technology Bonus (TB) – Alien Psychology(2) Camouflage (Ca) is influenced by:
Ca = Tr + MT - (Me / 20) + ( (Bi(foot only) * TM ) + ( Ch & (El * TM) & Mo ) - (Ce / 40)
Tr, Ch, Bi (foot only), El, Mo are the number of each resource "devoted" to Camouflage TM – Bi: Tracker Legion(2), Xyll Warbeast(2); El: Special Forces(2) & – if a unit has Raider Stealthship technology then it is Ch + ( (El * TM)* Mo ), i.e. the unit is cloaked via an electrofield shield; if a unit has Neumonic Armor technology then it is ( Ch * (El * TM) ) + Mo, i.e. the unit is cloaked via an electrochemical material; if a unit has Cloaking Shields technology then it is (Ch * (El * TM) * Mo), i.e. the unit is cloaked via an electrochemical material and electrofield shield; if a unit doesn’t have any of these technologies then it is Ch + (El * TM) + Mo.
Ag = MT - (Me / 20) + Tr + (Bi (foot only) * TM) + (El * TM) + (We * TM) - (Ce / 40) MT = foot(4), all others(0) Tr, Bi (foot only), El, We are the number of each resource "devoted" to Agility TM – Bi: Combat Drugs(2), Xyll Warbeast(2); El: Polymorphonic Carbon(2); We: Cyberpilot(2) Armor (Ar) is influenced by:
Ar = ( Me + (2.5 * Ch * TM) + (5 * Bi (foot only) * TM) + (2 * Ce) + (10 * Mo) ) * TB
TM – Ch: Composite Armor(2); Bi: Psychopharmacology(2), Xyll Warbeast(2) TB – Psychosonic Manipulation(2) (foot only)
Ac = 2 + (Tr * TM) + (2 * Bi(foot only) * TM) + (2 * El) + (4 * We) + TB, divided amongst all the unit's attack modes TM – Tr: Viper Militia(2); Bi: Combat Drugs(2), Xyll Warbeast(2); El: Spore Delivery(2) TB – Hostile Environment Mastery(4), Fusion Rifles(2), Assault Legion(2)
Attack Strength (AS) is influenced by:
AS = (5 * En) + (10 * Ch * TM) + ( ( Bi * (10 + TM) ) * TM ) + ( Mo * (25 + TM) ) + (25 * Ge * TM), divided amongst all the unit's attack modes TM – Ch: Long Range Bombers(2), Megachassis(2); Bi: Viral DNA(5), Dormant Virus(5), Necrosis(5), Xyll Warbeast(2); Mo: Fusion Rifles(5), Fusion Beams(5), Meson Cannon(5), Discontinuity Beam(5), PTS Fusion Cannon(5); Ge: Holy Warriors(2) En, Ch, Bi (foot only), Mo, Ge are the number of each
resource "devoted" to Attack Strength Resource Totals Food is influenced by unit type and movement type. Total Food = MR + UT + MT Unit Type (UT) – Engineer(200), Colony Ship(200), PTS( -(Me + Ce) / 2 ) negates movement type Food requirement for non-naval PTS units only MT – Jump(Me + Ce), Space(Me + Ce), Lander(Me + Ce), Naval( (Me + Ce) / 2 ), Crawler( (Me + Ce) / 2 ), Water( (Me + Ce) / 2 ) Total Energy = MR + AS Total Metal = MR Total Trace = Sp + Ca + Ag + Ac Total Chemicals = MR + Ca + Ar + AS Total Biochems = MR + Sp + Ca + Ag + Bi + Ac + AS Total Electronics = MR + Sp + Ca + Ag + Ac Total Ceramsteel = MR Total Wetware = MR + Ag + Ac Total Monopols = MR + Ca + Ar + AS Total Gems = AS
Total Singularities = MT * [Me + (Ce / 2)] / 10 ¹ = (Fo / 300) + (En / 50) + (Me / 200) + (Tr / 25) + (Ch / 25) + (Bi / 10) + (El / 25) + (Ce / 100) + (BD / 10) + (Mo / 25) + (Ge / 5) + (Si / 2)
$ = [En + Me + Tr + (Ch * 2) + (El * 2) + (Bi * 4) + (Ce *
4) + (We * 9) + (Mo * 3) + (Si * 5)] / (UB or MT)
Psy Def = 5 + UB + TR / 10 |
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