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Contracting prices & Combat spreadsheets Messages in this topic - RSS

Rassol
Rassol
Posts: 12


11/24/2016
Rassol
Rassol
Posts: 12
I will devide this post in to parts.

1.
I was thinking of calculating real contract price for mil units and artifacts. What things one should consider and include into total sell price?
In example with infantry:
Let's say we use HQ to build infantry unit. It takes 20 turns and cost 50k. Then we upgrade it to lvl 10 which will cost us 5kk, calculate upkeep cost while upgrading which is 800+3200+7200+12800+20000+80000+500000+500000+500000=1624000(if i did the math right XD). That is 6624000$ in total and 2000 turns to upgrade and ofc you want your time to be payed. Let's say we could produce raw material all this time with lvl 1 structure with avarage profit from 1 turn with bonuses of 10*100*2(demand 200%)-750(prod cost)=1250. Multiply by 2000 turns and result another 2500000. So lvl 10 Infantry self cost is 9124000$.
Now what about producing infantry with upgraded Military Base? It has shorter production time and will reduce total price by upkeep cost. I wish i had easy accesable data of this things.
Same thing is for Artifacts.

Would like to read any suggestions and ideas over this question.

2.
I started to make spreadsheet to calculate combat damage and HP loss in mass combat, but my knowledge of excel or even coding is pretty short. Did anyone tried to build some sort of this? Let's cooperate and maybe create separate topic.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


11/24/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Rassol wrote:
I will devide this post in to parts.

1.
I was thinking of calculating real contract price for mil units and artifacts. What things one should consider and include into total sell price?
In example with infantry:
Let's say we use HQ to build infantry unit. It takes 20 turns and cost 50k. Then we upgrade it to lvl 10 which will cost us 5kk, calculate upkeep cost while upgrading which is 800+3200+7200+12800+20000+80000+500000+500000+500000=1624000(if i did the math right XD). That is 6624000$ in total and 2000 turns to upgrade and ofc you want your time to be payed. Let's say we could produce raw material all this time with lvl 1 structure with avarage profit from 1 turn with bonuses of 10*100*2(demand 200%)-750(prod cost)=1250. Multiply by 2000 turns and result another 2500000. So lvl 10 Infantry self cost is 9124000$.
Now what about producing infantry with upgraded Military Base? It has shorter production time and will reduce total price by upkeep cost. I wish i had easy accesable data of this things.
Same thing is for Artifacts.

Would like to read any suggestions and ideas over this question.

2.
I started to make spreadsheet to calculate combat damage and HP loss in mass combat, but my knowledge of excel or even coding is pretty short. Did anyone tried to build some sort of this? Let's cooperate and maybe create separate topic.




This is what the table looks like that does upgrades from the database.
Cat 1 = Ground units, Cat 2 = Ships. You look at the Current "LVL" and you can see what the units current Value is (CostX), what it will take to Upgrade it to the next level (UpCostX), How many turns it will take to upgrade it (TurnsX) and also what its CURRENT size is at that level. These are all multipliers that go against the actual stats for each unit type on the guide>>combat page.

The forum is not displaying this well at all so I am attaching a file in notepad also



CAT lVL COSTx UpCostX TurnsX SizeX
1 1 1.00 1.00 1.00 1.00
1 2 2.00 2.00 2.00 2.00
1 3 5.00 3.00 3.00 5.00
1 4 8.00 2.00 2.00 8.00
1 5 10.00 5.00 5.00 10.00
1 6 15.00 10.00 10.00 15.00
1 7 25.00 25.00 25.00 25.00
1 8 50.00 25.00 25.00 50.00
1 9 75.00 25.00 25.00 75.00
1 10 100.00 --- --- 100.00
2 1 1.00 0.10 0.10 1.00
2 2 1.10 0.10 0.10 1.00
2 3 1.20 0.10 0.10 1.00
2 4 1.30 0.10 0.10 1.00
2 5 1.40 0.10 0.10 1.00
2 6 1.50 0.10 0.10 1.00
2 7 1.60 0.10 0.10 1.00
2 8 1.70 0.10 0.10 1.00
2 9 1.80 0.10 0.10 1.00
2 10 2.00 ---- ---- 1.00


ALSO, I intend to change this progression from

1,2,5,8,10,15,25,50,75,100

To

1,4,10,20,30,40,50,60,80,100

or something very close to that,

Even numbers are easier to deal with


Attachments:
MilitaryUpgrades.txt
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Rassol
Rassol
Posts: 12


11/24/2016
Rassol
Rassol
Posts: 12
I've posted this in one of our guild comms:
Ive made excel file, it calculates damage to defending units. Im still working on it though it does not calculate properly ships upgrades and has no cyber artifact created units (i will add them later, lack of info) and artifact upgrades. Anyway you can already use it. Check it out and give me some feedback.
https://ufile.io/59718
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


11/24/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Rassol wrote:
I've posted this in one of our guild comms:
[font=]Ive made excel file, it calculates damage to defending units. Im still working on it though it does not calculate properly ships upgrades and has no cyber artifact created units (i will add them later, lack of info) and artifact upgrades. Anyway you can already use it. Check it out and give me some feedback.
[font=]https://ufile.io/59718


Just to be clear, because of the way combat works even WE are having trouble providing how much damage was inflicted by individual units to each other unit in a big combat. Every unit is essentially spreading its damage across all the defenders. By how much is determined by the defenders size stats (the larger units draw more fire) which gives you a percentage applied to those units, or more accurately, how much percentage of the attacking units damage is applied to each unit of size. But then the damage actually applied to that percentage is different depending on the type of units using the matrix from the guide.

During combat this is all Summed up / aggregated at once. If we want to display how much damage each unit inflicted on each other unit, we would have to save the data in the middle somewhere, like a combat damage log, then we would have all the information on every unit to display.

Might still do that in the future, or maybe show an expected damage before combat
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Rassol
Rassol
Posts: 12


11/25/2016
Rassol
Rassol
Posts: 12
" Every unit is essentially spreading its damage across all the defenders. By how much is determined by the defenders size stats (the larger units draw more fire) which gives you a percentage applied to those units, or more accurately, how much percentage of the attacking units damage is applied to each unit of size. But then the damage actually applied to that percentage is different depending on the type of units using the matrix from the guide."
That's what i did in that table, but expanding it takes much effort and involves alot of hand work to manaly add formulas for each new attacking unit.
I can't add ship upgrades, since they have different way of stats increase. So we might use lvl 1 for unupgraded ships and lvl 2 for upgraded (attacker will have lvl 10 full att ship in this way, and defender lvl 10 full HP ship).
I also will add artefact units, but i need some basic data. I don't know how it works on assasins and other units, but terminators seems to get 5xinfantry attack and 3x infantry HP, am i right?
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


11/25/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Rassol wrote:
"[font=] Every unit is essentially spreading its damage across all the defenders. By how much is determined by the defenders size stats (the larger units draw more fire) which gives you a percentage applied to those units, or more accurately, how much percentage of the attacking units damage is applied to each unit of size. But then the damage actually applied to that percentage is different depending on the type of units using the matrix from the guide."
That's what i did in that table, but expanding it takes much effort and involves alot of hand work to manaly add formulas for each new attacking unit.
I can't add ship upgrades, since they have different way of stats increase. So we might use lvl 1 for unupgraded ships and lvl 2 for upgraded (attacker will have lvl 10 full att ship in this way, and defender lvl 10 full HP ship).
I also will add artefact units, but i need some basic data. I don't know how it works on assasins and other units, but terminators seems to get 5xinfantry attack and 3x infantry HP, am i right?


The level upgrades on ships are all the same. Whatever stat you are increasing goes up 20% per level. So at level 10 Hit Points, if you went all hit points, you would be at 3x the normal hit points or +200%.
Artifact bonuses add to the BASE stat before the level bonuses are applied.

So if you have a ship with 1000 hp and you level it up to level 2 in Hit Points it would be at 1400 (+20%)
but if you throw Quantum Shield artifact on it for +50% base it would start at 1500 HP, then add level 2 hit points on top of that (+20%) which makes it +300 = 1800 total

Artifact Bonuses first >> Level bonuses after that
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