Re: [Design/Game Mechanics]
Econ
-2 or less: add (ECON+1) energy to each base tile, after rec tanks, for a total minimum energy of 0
-1: -1 at HQ (negates the HQ bonus)
0: standard energy rates
1: +1/base
2: +1/square
3: +1/square, +2/base, +1 commerce
4: +1/square, +4/base, +2 commerce
5 and up: +1/square, +4/base, +3 commerce
Efficiency
Losses due to unbalanced sliders:
First, round the unbalance down to the next multiple of 20%. Then, multiply that by (4-Effic)/10. Bound to 0-40%. This is the loss on the higher of econ/labs. The lower has twice this loss.
Energy in cities lost: see Datalinks
Bureaucracy: see Datalinks
Support
-4 and down: 2 minerals/unit
-3: 1 mineral/unit
-2: 1 free unit/base, then 1 mineral/unit
-1: 1 free unit, then 1 mineral/unit; free 10 mins at new bases
0: 2 free units, then 1 mineral/unit; free 10 mins at new bases
1: 3 free units, then 1 mineral/unit; free 10 mins at new bases
2: 4 free units, then 1 mineral/unit; free 10 mins at new bases
3 and up: 4 or base size free units, then 1 mineral/unit; free 10 mins at new bases
Police
-5 and down: 2 drones per military unit outside borders; no nerve stapling
-4: 1 drone per military unit outside borders; no nerve stapling
-3: 1 drone per military unit after the first per base outside borders; no nerve stapling
-2: no nerve stapling
-1: 1 police unit; no nerve stapling
0: 1 police unit
1: 2 police units
2: 3 police units
3 and up: 3 police units; such units each quell an additional drone (total of 3 with nonlethal methods)
Growth
-3 and down: +20% nutrient box width; possible zero city growth?
-2 through +5: -(GROWTH)*10% nutrient box width
+6 and up: -50% nutrient box width; pop boom
Originally posted by mdbill
I hope you all can follow my shorthand. Anyone wanna help me fill out this list of social effects?
I hope you all can follow my shorthand. Anyone wanna help me fill out this list of social effects?
-2 or less: add (ECON+1) energy to each base tile, after rec tanks, for a total minimum energy of 0
-1: -1 at HQ (negates the HQ bonus)
0: standard energy rates
1: +1/base
2: +1/square
3: +1/square, +2/base, +1 commerce
4: +1/square, +4/base, +2 commerce
5 and up: +1/square, +4/base, +3 commerce
Efficiency
Losses due to unbalanced sliders:
First, round the unbalance down to the next multiple of 20%. Then, multiply that by (4-Effic)/10. Bound to 0-40%. This is the loss on the higher of econ/labs. The lower has twice this loss.
Energy in cities lost: see Datalinks
Bureaucracy: see Datalinks
Support
-4 and down: 2 minerals/unit
-3: 1 mineral/unit
-2: 1 free unit/base, then 1 mineral/unit
-1: 1 free unit, then 1 mineral/unit; free 10 mins at new bases
0: 2 free units, then 1 mineral/unit; free 10 mins at new bases
1: 3 free units, then 1 mineral/unit; free 10 mins at new bases
2: 4 free units, then 1 mineral/unit; free 10 mins at new bases
3 and up: 4 or base size free units, then 1 mineral/unit; free 10 mins at new bases
Police
-5 and down: 2 drones per military unit outside borders; no nerve stapling
-4: 1 drone per military unit outside borders; no nerve stapling
-3: 1 drone per military unit after the first per base outside borders; no nerve stapling
-2: no nerve stapling
-1: 1 police unit; no nerve stapling
0: 1 police unit
1: 2 police units
2: 3 police units
3 and up: 3 police units; such units each quell an additional drone (total of 3 with nonlethal methods)
Growth
-3 and down: +20% nutrient box width; possible zero city growth?
-2 through +5: -(GROWTH)*10% nutrient box width
+6 and up: -50% nutrient box width; pop boom
Comment