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Pandy
2006-10-22
  Formulas  

Found this old thread by Maraudian while cleaning up.

Mineral calculation (GC)
Colony Size (No of planets in Colony) + ( Colony Size x Mining Research Lvl / 10 x Planet

mining level / 100 x Racial Modifier)


Industry (GC)
1 * racial_modifier * (1 + industry_level / 10) = cg's per raw material

Tax (GC)
(pop / 2) + ( ( pop x loyalty / 5000) x racial attribute)
this taxation is calculated individually for each and every planet, so an average (or

overall) calculation may be slightly different.

Agriculture (GC)
(agri) x [ 1 + (.1 x research lvl) ] x (1 + [race mod / 100]) x (market price) = per turn

income

Comercial (GC)
(comm) x [ 5 + (.5 x research lvl)] x (1 + [race mod / 100]) = per turn income

Plunder (GC)
[([ 5500 x (total infra)^2 ] / (total land) ) + ([housing x (10 + research lvl)] x 2500) +

(200000 x (planets)] / 15) x (race mod) = plunder money
Pandy
99+ day(s) ago
Market

Market refreshes every 5-15 minutes, so if you have unsold goods, it may not exactly return that amount to you in 48 hours time. This will only be processed once every 5-15 minutes.

Market takes 15 minutes to 1 hour for the posted items to appear.
Pandy
99+ day(s) ago
Battle

Formula:-
Damage = ( (Weapon1 -Shield1*) + (Weapon2 -Shield2*) + (Weapon3 -Shield3*) + (Weapon4 -Shield4*) ) x Fleet Attitude


Weapon1 - Shield1 means the damage caused by weapon1 minus the abortion rating of shield1. For example, if weapon1 is 100, and the shield rating is 50%, then:-

Weapon1 - ( Weapon1 x Shield1% ) = Net Damage
100 - (100 x 50/100) = 50


Fleet attitude determines how much damage the attacker and defender's fleet will sustain. Careful attitude will result in a reduced weapons effectiveness that then results in a lower casualty rate. Fleet attitude can be seen below:-

Careful
-50% Attacker efficiency
-50% Defender efficiency

Normal
-5% Attacker efficiency
Normal Defender efficiency

Aggressive
+75% Attacker efficiency
+99% Defender efficiency



Notes:
Weapon1 = Energy Weapon
Weapon2 = Kinetic Weapon
Weapon3 = Missile Weapon
Weapon4 = Chemical Weapon

Shield1 = Energy Shield
Shield 2 = Kinetic Shield
Shield 3 = Missile Shield (ECM)
Shield 4 = Chemical Shield
Pandy
99+ day(s) ago
Winning a battle

To win in a battle you need to do a kill 10% of the enemy fleet.
For enslavement you need to kill 60% of the enemy fleet.
If the defender has no fleet, then the attacker automatically wins the battle.

Dropping in to DP

You can only lose a maximum of 3 colonies before you drop in to DP
DP.

Internally the DP works by accumulation of tokens.
DP Tokens will be awarded to players as they lose PR in battle.
Tokens will be given regardless if they win or lose a battle.
Tokens will only be awarded to the defender in a battle.
Once your DP token reaches 3 or more, you will be placed under DP.
You will be given 1 DP token for each colony you lose.

Enslavement DP calculations is as below:-

1 token given for losing >= 10% ShipPR
2 token given for losing >= 50% ShipPR
3 token given for losing >= 80% ShipPR

The DP refreshes every 5 minutes. When an empire's DP runs out, there may be an additional 5 minutes worth of DP before the system refreshes and move the effected empire out of DP.

Losing colonies

From the way DP token works, you can lose a maximum of 3 colonies before dropping in to DP. How colonies are taken during battles:-

1 colony taken for killing >= 10% ShipPR
2 colony taken for killing >= 20% ShipPR
3 colony taken for killing >= 40% ShipPR

Notes:
>= means greater than equal to
ShipPR means the total power rating of the defender's fleet

Edited by Pandy on 2006-10-22
Pandy
99+ day(s) ago
Power rating

Planet power rating:-
(pop / 10) + housing + commercial + mining + +agriculture + industry + ( planet x 1000 )

Player power rating:-
(total planet power rating) + (total ship power rating)

PR will only be refreshed when you do the following tasks:-
- Logging in
- Attacking
- Defending against attack
- Getting ships from artifacts/missions
- Building ships
- Plundering a colony
- Finding a new planet
- Given a new planet from artifacts/missions
- Clustering colonies

PR will not be refreshed when you do the following task:-
- Building/demolishing infrastructure
- Population growth from performing any tasks other than the above

Therefore sometimes your PR will suddenly jump the next time the PR refreshes due to increase in infrastructure and population.

On average a planet contains around 1200-1600 PR, having more than 3 colonies can result in placing the player on the risk of going over the 5000 PR (newbie protection) limit.

Edited by Pandy on 2006-10-22

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