Mercenary System Tech Mercenary Systems / At the start of game. Comp Mercenary Bridge Lvl 1 := Level 1 Mercenary Bridge Lvl 2 =: Level 2 Mount Mercenary Mounts := Used on all Comps Large Mercenary Ship Mount Heavy Mercenary Ship Mount Massive Mercenary Ship Mount Mercenary Ship Rebel If your empire ships are out number by enemy ships in a system then there is a chance that the Mercenary Ship in that system will leave your empire. Mercenary Ship will be leaving your empire by means of being destroy by the event script. Values
Mercenary Ship take over system
A successful system takeover means that the number of Mercenary ships to empire ships are high enought in both the empire as a whole and in the taken system that all planets and Mercenary ships form a new empire. A Random value is also used for the final decision to take over a system, the value must 1. Values
Loan Economic
Radioactives Loan > Used to apply for Loans Organics Loan > Used to apply for Loans Minerals Loan > Used to apply for Loans Facilities Institute of Galactic Finance := Level 1, Give access to the Loan System
IGF Credit Union := Level 1, A Saving account Facility Note: Does not work in Max Tech games Note: Research Points are used to apply for Loans To apply for a loan a empire first must have a "Institute of Galactic Finance" in their empire. Next the empire moves one of the loan resource techs to the wanted percent number, this is the way to apply for the loan. The these loan Tech areas should not be research like the other tech areas are. And the event script should remove any points applied to it. Then the number is times by 10000 and applied to that resource. The Loan is a 30 yr fixed rate compound interest loan. The rate value is based on the following: - Society (1 - 5) Highest for war like ones - Total number of Loan by Empire Divide by 2 - 5 - Total number of Planet(max 50) / 10 - Random 1 - 5 Now the payments are taken automatically from the empire. If a empire's debt increases to a certain amount the following could happen( Time values by 5 for AI): - 10,000> Decrease in happiness on all planets, 2 for planet for Loan Facilities on them and 1 for the rest per turn - 40,000 > Clear 1 trade treaty for every 10,000 pts of debt above 40,000 - 75,000 > Repo ships, A random ship is destroy - 175,000> Repo planet, All things on a planet is destroy and planet lose some resource values. The tiny planet are chosen first randomly and Loan is cleared mostly. Final the "IGF Credit Union" allow an empire to produce resources based on the amount of resource storage by that empire up to the "IGF Credit Union"s storage amount. The resources a based on a random rate between 1 - 5, which changes from turn to turn. A way of taking a colony from another empire by non-combat means.
Facilities >
Variables Attacking Empire
Per Facility in system > 6
Per Facility in nearby system > 2
Relation with Defending empire > Multiplier
- UNKNOWN := .75
- KNOWN := .50 - WAR := .25 - TREATY( any type) := 1.00 Number of Ships in system > Multiplier := 100 - (sqr(Defending - Attacking / 2) )
Defending Empire
Per Facility in system > 5
Per Facility in nearby system > 3
per Facility on planet > 10
Happiness in system > 0 - 100 = 0 - 1.0 Multiplier
Happiness in nearby system > 0 - 100 = 0 - 1.0 Multiplier
Happiness in planet > 0 - 100 = 0 - 1.0 Multiplier
Happiness in planet > 0 - 100 , Not Multiplier Range The Cultural System effects all planets in systems connected to another system, where a known empire is. This includes planets without cultural facilities in either system. It should be noted that while Cultural Facilities on border colonies help spread your Cultural more, the Cultural Facilities in the core system help with the base Cultural and defending your empire against Cultural of other empires. Formulas
Base Protection > Total Cultural Facilities / Total number of Planets Base Attack > (Total Cultural Facilities / Total number of Planets) * .25
Equation Def > Base Protection + (Cultural Facility in nearby system * Happiness in nearby system) + (Cultural Facility in system * Happiness in system) + (Cultural Facility on planet +
Happiness in planet) + Happiness in planet
Equation Attacking > (Relation with Defending empire Percent * (Base Attack + Cultural Facility in nearby system + Cultural Facility in system)) * Number of Ships in system Percent
Random Number is used with the max number being Att + Def. If the random number is below the attacking empire's number then the defending empire just loss a planet. Both Empires will then receive a log telling them that they just gain or loss a planet.
Design to help equal out large empires power base vs small empire efficiency. Now design to adjust base on the total number of planets in the game
Facilities
Budget Bureau
Formulas
Diminish Value := Square( ( (Number of Colonies - Number of Budget Bureau) + (Half of Number of Budget Bureau) ) * Base Value) Base Value := Square Root(300) / Total number of planets in the Game Works simple by taking a base percent and using the random function to see if the planet get a plague. If so the function calls on the existing plague function in the event script to spread the plague. The exist function only assigns plague level 1-3 to planet randomly. The base percent is decided by the highest following available value:
A missile comp that is tolled outside the ship with a very slow reload time. These missiles have zero size due to being carry outside the ship. So while there are no limits to the number of missiles a ship can have. The more a ship has of the Pod missiles on toll the slower the ship will until it reach zero. As a counter to the pod missiles swamp factor, Pod bomblet are available. They have the same setup as the pod missiles, but with half the movement penalties due to smaller size . Only capital missiles and bomblets are currently setup to be used as pod missile. Also the AI as designed to use both pod types on its ships. The AI will also know if a enemy is using pod missiles and increase it's armor amount or mix its missile load with bomblet pod.
Creates two product lines for players to used. One is the standard, Military, line that is the latest generation, more expensive, and high quality product. The other is the commercial line that is more about quantity then quality. I'm talking about the everyday weapon that is not the cutting edge, but is smaller and cheaper. This allow for a quality vs quantitydebate, as well as helps out the dictator on a budget. the commercial mount is available for point defense and direct fire weapons only. Plus there are commercial version of all the normal mount as well. The new mount are 40% cheaper and use 50% least space. But the damage is only 65% of normal, 50% structurally weaker, and is has a -5 to hit. Now the AI is design to use the new mounts, but a value must be add to get the AI to use them. The value is "" set to true added to the function "" under the ..._main_script.txt Level Requirements
A non-mothballed ship that is over a planet with a soylent Modular on board will remove Pop from that planet and increase that empires resource. One million in Pop are removed per comp.
Planetary Yard Concept
Using a event script to stop ships over destoryer size from being build on a planet between turns.
The facilities side effects are listed below:
* Slave Yard Facility > Kill 1-2 Pop per facility, 2% of Rioting per facility, 2% of Rebel per facility
* Whore House > 1% of creating a Plague per facility, 1% of Rioting per facility, 1% of Rebel per facility, +4 to planet happiness * Slave Arena > +4 to ground combat, 3% of Rioting per facility, 3% of Rebel per facility, +4 to planet happiness
* Slave Pit, Slave Mine, Slave Farm > 1% of Rioting per facility, 1% of Rebel per facility, -2 to planet happiness
The counter to these effects are the following:
6 Troop = 1 Facility,
6 Ship = 1 Facility
The AI support for slave facilities is setup so no peaceful race or race with "bool_Race_Uses_Slave" value set to FALSE is chosen. Also the ratio of normal to slave facilities must be less than a set number in the script.
Ship Diversity - Size
All the following weapon comps are effected by this concept:
Terrorism and Insurgency Research to Resource Armor Adjustments Creates the concept that armor is on the outside of a ship and does not take up size inside. The downside to this concept is now armor slows downs a ship and add a penalty to dodge incoming attacks. This concept is for ships and bases only and does not effect units. |