Difference between revisions of "Credits"

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(NegativeTreasury: *no progress at build queue than *no progress at ship building)
(Calculation)
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see also [[Trade Route]]
 
see also [[Trade Route]]
  
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== Calculation ==
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*\Mainline\SupremacyCore\Game\GameEngine.cs: void DoProduction(GameContext game)
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*foreach colony.... credits += colony.TaxCredits;
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**C:\C-Downl\_sup\_SupCodeMStrobel\Mainline\SupremacyCore\Game\GameEngine.cs: public int TaxCredits
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**Taxcredits = (adjustedPop * modifier.Efficiency) + modifier.Bonus
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== Unused Industry ==
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                            // Any industry left over will be used to generate more credits.
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                            // Use the civilization's industry-to-credit conversion ratio to
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                            // determine how much credits are generated from the leftover industry.
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                          credits += (int)(civ.IndustryToCreditsConversionRatio * industry);
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*IndustryToCreditsConversionRatio see [[Civilizations.xml]] - at the moment all races are 50
  
 
== NegativeTreasury ==
 
== NegativeTreasury ==
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*no progress at build queue than
 
*no progress at build queue than
 
*no progress at ship building
 
*no progress at ship building
 
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*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."
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Revision as of 16:37, 6 April 2014

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

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

  • 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."