Credits
From BotF2-Wiki
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