Difference between revisions of "Credits"
From BotF2-Wiki
(Created page with "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...") |
(→Calculation) |
||
(11 intermediate revisions by one user not shown) | |||
Line 5: | Line 5: | ||
Credits doesn't have a symbol. | Credits doesn't have a symbol. | ||
+ | see also [[Trade Route]] | ||
+ | == Calculation == | ||
− | see | + | *\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 === | ||
+ | |||
+ | *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 == | ||
+ | |||
+ | === 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: [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 15:26, 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
Contents
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