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→NegativeTreasury: '''If your empire is out of funds than best don't build anything (!) due to industry is converted into credits (see Credits#Calculation).''' |
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**C:\C-Downl\_sup\_SupCodeMStrobel\Mainline\SupremacyCore\Game\GameEngine.cs: public int TaxCredits | **C:\C-Downl\_sup\_SupCodeMStrobel\Mainline\SupremacyCore\Game\GameEngine.cs: public int TaxCredits | ||
**Taxcredits = (adjustedPop * modifier.Efficiency) + modifier.Bonus | **Taxcredits = (adjustedPop * modifier.Efficiency) + modifier.Bonus | ||
=== Change 2020 === | |||
* _taxCredits = (int)((adjustedPop * modifier.Efficiency * moraleMod) + modifier.Bonus + NetIndustry * 1.5 + 200); | |||
=== Change of Nov 2014 === | |||
*https://bitbucket.org/mstrobel/supremacy/issue/312/credit-output (issue/312) | |||
Credit Output = Population * Morale Modifier * Race Modifier | |||
Race Modifier = | |||
*0.225 Humans | |||
*0.250 Ferengi | |||
*0.200 Romulans | |||
*0.175 Klingons | |||
*0.150 Cardassians | |||
*https://bitbucket.org/mstrobel/supremacy/issue/239/fluctuating-taxes-morale (issue/239) | |||
== Unused Industry == | == Unused Industry == | ||
=== Trade Goods === | |||
*Trade Goods generate credits when industry is idle. https://bitbucket.org/mstrobel/supremacy/issue/196/trade-goods | |||
=== Old Unused Industry === | |||
// Any industry left over will be used to generate more credits. | // Any industry left over will be used to generate more credits. | ||
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*no progress at ship building | *no progress at ship building | ||
*2014-01-29 bloodwurm: "Your empire is out of funds and cannot pay its ship's maintenance.Ships cannot repair hull damage and are degrading." | *2014-01-29 bloodwurm: "Your empire is out of funds and cannot pay its ship's maintenance.Ships cannot repair hull damage and are degrading." | ||
== Buildings == | |||
*Credits + PercentCredits + PercentTotalCredits: [http://botf2.square7.ch/b2_db/BuildingsCredits.php Database-List] | |||
=== PercentCredits === | |||
=== PercentTotalCredits === | |||
*https://bitbucket.org/mstrobel/supremacy/issue/242/percenttotalcredits-not-working | |||
=== PercentTradeIncome === | |||
*https://bitbucket.org/mstrobel/supremacy/issue/240/percenttradeincome-incorrect | |||
Latest revision as of 16:26, 4 July 2020
not verified yet !
Credits can be used for diplomacy with minor races but will have minor effect on empires. They are also used for ship maintenance.
Credits doesn't have a symbol.
see also Trade Route
Calculation
- \Mainline\SupremacyCore\Game\GameEngine.cs: void DoProduction(GameContext game)
- foreach colony.... credits += colony.TaxCredits;
- C:\C-Downl\_sup\_SupCodeMStrobel\Mainline\SupremacyCore\Game\GameEngine.cs: public int TaxCredits
- Taxcredits = (adjustedPop * modifier.Efficiency) + modifier.Bonus
Change 2020
- _taxCredits = (int)((adjustedPop * modifier.Efficiency * moraleMod) + modifier.Bonus + NetIndustry * 1.5 + 200);
Change of Nov 2014
Credit Output = Population * Morale Modifier * Race Modifier
Race Modifier =
- 0.225 Humans
- 0.250 Ferengi
- 0.200 Romulans
- 0.175 Klingons
- 0.150 Cardassians
Unused Industry
Trade Goods
- Trade Goods generate credits when industry is idle. https://bitbucket.org/mstrobel/supremacy/issue/196/trade-goods
Old Unused Industry
// Any industry left over will be used to generate more credits.
// Use the civilization's industry-to-credit conversion ratio to
// determine how much credits are generated from the leftover industry.
credits += (int)(civ.IndustryToCreditsConversionRatio * industry);
- IndustryToCreditsConversionRatio see Civilizations.xml - at the moment all races are 50
NegativeTreasury
If your empire is out of funds than best don't build anything (!) due to industry is converted into credits (see Credits#Calculation).
- no progress at build queue than
- no progress at ship building
- 2014-01-29 bloodwurm: "Your empire is out of funds and cannot pay its ship's maintenance.Ships cannot repair hull damage and are degrading."
Buildings
- Credits + PercentCredits + PercentTotalCredits: Database-List
PercentCredits
PercentTotalCredits