Credits

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Revision as of 17:10, 17 November 2014 by Reginald (talk | contribs) (Calculation: Change of Nov 2014)
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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 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

                           // 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

PercentCredits

PercentTotalCredits


PercentTradeIncome