Go to section 1: Clever Tricks
Simple Easy Average Hard Impossible
------ ---- ------- ---- ----------
Tech level 1 = 20 25 30 35 40
Tech level 2 = 80 100 120 140 160
Tech level 3 = 180 225 270 315 360
Tech level 4 = 320 400 480 560 640
Tech level 5 = 500 625 750 875 1000
Tech level 6 = 720 900 1080 1260 1440
Tech level 7 = 980 1225 1470 1715 1960
Tech level 8 = 1280 1600 1920 2240 2560
Tech level 9 = 1620 2025 2430 2835 3240
Tech level 10 = 2000 2500 3000 3500 4000
Tech level 11 = 2420 3025 3630 4235 4840
Tech level 12 = 2880 3600 4320 5040 5760
Tech level 13 = 3380 4225 5070 5915 6760
Tech level 14 = 3920 4900 5880 6860 7840
Tech level 15 = 4500 5625 6750 7875 9000
Tech level 16 = 5120 6400 7680 8960 10240
Tech level 17 = 5780 7225 8670 10115 11560
Tech level 18 = 6480 8100 9720 11340 12960
Tech level 19 = 7220 9025 10830 12635 14440
Tech level 20 = 8000 10000 12000 14000 16000
Tech level 21 = 8820 11025 13230 15435 17640
Tech level 22 = 9680 12100 14520 16940 19360
Tech level 23 = 10580 13225 15870 18515 21160
Tech level 24 = 11520 14400 17280 20160 23040
Tech level 25 = 12500 15625 18750 21875 25000
Tech level 26 = 13520 16900 20280 23660 27040
Tech level 27 = 14580 18225 21870 25515 29160
Tech level 28 = 15680 19600 23520 27440 31360
Tech level 29 = 16820 21025 25230 29435 33640
Tech level 30 = 18000 22500 27000 31500 36000
Tech level 31 = 19220 24025 28830 33635 38440
Tech level 32 = 20480 25600 30720 35840 40960
Tech level 33 = 21780 27225 32670 38115 43560
Tech level 34 = 23120 28900 34680 40460 46240
Tech level 35 = 24500 30625 36750 42875 49000
Tech level 36 = 25920 32400 38880 45360 51840
Tech level 37 = 27380 34225 41070 47915 54760
Tech level 38 = 28880 36100 43320 50540 57760
Tech level 39 = 30420 38025 45630 53235 60840
Tech level 40 = 32000 40000 48000 56000 64000
Tech level 41 = 33620 42025 50430 58835 67240
Tech level 42 = 35280 44100 52920 61740 70560
Tech level 43 = 36980 46225 55470 64715 73960
Tech level 44 = 38720 48400 58080 67760 77440
Tech level 45 = 40500 50625 60750 70875 81000
Tech level 46 = 42320 52900 63480 74060 84640
Tech level 47 = 44180 55225 66270 77315 88360
Tech level 48 = 46080 57600 69120 80640 92160
Tech level 49 = 48020 60025 72030 84035 96040
Tech level 50 = 50000 62500 75000 87500 100000
I found this by researching Improved Industrial Tech 9 (tech level 3) at average level - the cost is 270 RP's. This is fine, and I should note I had no other new technologies in Construction. By investing 270 RP's each turn, I found that you reach the base cost the first turn (no surprise), then the next 270 gives you only a 25% chance of discovering the technology - not only is there a 4% to 1% conversion, but there isn't any 15% interest on the first year's 270 investment. The next 270 RP's gave a 58% chance. So there is eventually interest earned (without interest it would just be a 50% chance), but there is some kind of delay built in. I figured out vaguely how this worked, and the code below computes it. It does seem to work for constant invested amounts, getting very similar results to MOO (+-1%; roundoff error near as I can tell).
However, this code does not work for various cases. For example, if you first invested 270 RP's (and so met the base cost) and then do 27% a turn, you get a return of:
270 - meet base cost 27 more - 3% (fine so far) 27 more - 10% 27 more - 17% 27 more - 25% 27 more - 32%There's a 7-8% gain each time, which (using the 4 to 1 rule) translates into about 76-86 RP gain each later turn for only 27 RPs in - you seem to earn a lot more RPs than your small investment would warrant. Even with the full 15% of the previous years' investments you can't get from 3% to 10%. So maybe there is a 2 to 1 conversion at low levels of investment after all. Anyway, I've gone as far as I'd like with this puzzle - if anyone else makes any headway, let us know!
BTW, the mean time for completing a project given a fixed percentage is simply 100/percentage years, e.g. if you have an 8% breakthrough level and then fund it at 1 RP a year to keep up the research (and so add minimal new investment), you will complete the project in 12.5 years on the average. Given the odd compounding behavior I saw with the 27 RP investments, it does look like a slow trickle does get you a lot of bang for your buck (as the rules say), but it's not at all clear to me how this algorithm works.
/*======== moo_rps.c ==========*/
/* Compute technology advances given the base cost and a per year investment.
* By prefixing with the "+" sign, e.g. "+27" (or whatever), the investment
* is used for this year only and a new one can be entered.
* Seems to work for constant investments, but doesn't work for cases like
* target: 270 invest: +270 27
*/
#include < stdio.h>
#include < math.h>
#include < string.h>
#define BUFSIZE 256
char Buffer[BUFSIZE] ;
#define round(a) floor((a)+0.5)
main(argc,argv)
int argc; char *argv[];
{
int val ;
float target, invest, investsum, musthave, interest, lost_int ;
float chance, not_accumchance, origsum, old_interest, avg_year ;
int doit, year, cont_flag ;
float bc_per_rp = 4.0 ; /* not 2.0, as the docs say */
TargetInput:
printf( "target technology (in RPs): " ) ;
gets( Buffer ) ;
if ( sscanf( Buffer, "%d", & val ) != 1 ) goto TargetInput ;
if ( val < = 0 ) goto TargetInput ;
target = val ;
/* Compute investments */
/* at this level, investment must be done */
musthave = round(target * (1.0 + bc_per_rp)) ;
investsum = 0.0 ;
not_accumchance = 1.0 ;
old_interest = 0.0 ;
avg_year = 0.0 ;
cont_flag = 1 ;
year = 1 ;
while ( investsum < musthave ) {
if ( cont_flag ) {
InvestInput:
printf(
"investment (in RPs/year) [do `+93' for continued input]: " ) ;
gets( Buffer ) ;
if ( sscanf( Buffer, "%d", & val ) != 1 ) goto InvestInput ;
if ( val < = 0 ) goto InvestInput ;
cont_flag = strchr( Buffer, '+' ) ? 1 : 0 ;
invest = val ;
}
if ( year == 1 ) {
printf(
"\nTo reach technology of cost %f, investing %f per year\n\n",
target, invest ) ;
printf(
"year investment to min chance accum chance\n") ;
}
origsum = investsum ;
/* get interest for next year */
interest = round( investsum * 0.15 ) ;
if ( interest > old_interest ) interest = old_interest ;
if ( interest > invest ) {
lost_int = interest - invest ;
interest = invest ;
} else {
lost_int = 0.0 ;
}
investsum += invest + interest ;
/* check if we've reached breakthrough stage */
if ( investsum < = target ) {
printf( "%3d %14.0f %8.1f%% ",
year, investsum, 100.0 * investsum / target ) ;
} else {
/* note that additional research goes 4 RP to 1% increase */
chance = ( investsum - target ) / target / bc_per_rp ;
if ( chance > 1.0 ) chance = 1.0 ;
avg_year += not_accumchance * chance * (float)year ;
not_accumchance *= ( 1.0 - chance ) ;
printf( "%3d %14.0f %8.1f%% %9.0f%% %9.0f%%",
year, investsum, 100.0, (float)round( chance * 100.0 ),
(float)round((1.0 - not_accumchance) * 100.0) ) ;
}
if ( lost_int > 0.0 ) {
printf( " > > > Lost interest %g RPs\n", lost_int ) ;
} else {
printf( "\n" ) ;
}
old_interest = round( investsum * 0.15 ) ;
if ( old_interest > origsum ) {
old_interest = origsum ;
}
/*printf( "old interest %g, origsum %g\n", old_interest, origsum ) ;*/
year++ ;
}
printf( "\nAverage year of completion: %.2f\n", avg_year ) ;
}
Contributed by: Eric Haines
Beam Weapons: Shields
name tech dmg(shots) sz/pow(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
----------------------------------------------------------------------------------------------------------
Laser 1 1- 4(x1) 10/ 25(+0) 1 2.5 1.5 0.7 0.2 -- -- -- -- -- -- -- --
Hvy Laser 1 1- 7(x1) 30/ 75(+0) 2 4.0 3.0 2.1 1.4 0.9 0.4 0.1 -- -- -- -- --
Gat Laser 5 1- 4(x4) 20/ 70(+0) 1 10.0 6.0 3.0 1.0 -- -- -- -- -- -- -- --
^Neut. Pellet 7 2- 5(x1) 15/ 25(+0) 1 3.5 2.5 2.5 1.5 1.5 0.7 0.7 0.2 -- -- -- --
Ion Cannon 10 3- 8(x1) 15/ 35(+0) 1 5.5 4.5 3.5 2.5 1.7 1.0 0.5 0.2 -- -- -- --
Hvy Ion 10 3-15(x1) 45/105(+0) 2 9.0 8.0 7.0 6.0 5.1 4.2 3.5 2.8 1.6 0.8 0.2 --
^Mass Driver 13 5- 8(x1) 55/ 50(+0) 1 6.5 5.5 5.5 4.5 4.5 3.5 3.5 2.5 1.5 0.7 0.2 --
Neutron Blst 15 3-12(x1) 20/ 60(+0) 1 7.5 6.5 5.5 4.5 3.6 2.8 2.1 1.5 0.6 0.1 -- --
Hvy Blast 15 3-24(x1) 60/180(+0) 2 13.5 12.5 11.5 10.5 9.5 8.6 7.8 7.0 5.5 4.1 3.0 2.0
~Graviton 17 1-15(x1) 30/ 60(+0) 1 8.0 7.0 6.1 5.2 4.4 3.7 3.0 2.4 1.4 0.7 0.2 --
^Hard Beam 19 8-12(x1) 50/100(+0) 1 10.0 9.0 9.0 8.0 8.0 7.0 7.0 6.0 5.0 4.0 3.0 2.0
Fusion Beam 20 4-16(x1) 20/ 75(+0) 1 10.0 9.0 8.0 7.0 6.0 5.1 4.2 3.5 2.2 1.2 0.5 0.1
Hvy Fusion 20 4-30(x1) 60/225(+0) 2 17.0 16.0 15.0 14.0 13.0 12.0 11.1 10.2 8.6 7.0 5.7 4.4
Megabolt 25 2-20(x1) 30/ 65(+3) 1 11.0 10.0 9.0 8.1 7.2 6.3 5.5 4.8 3.5 2.4 1.5 0.8
Phasor 26 5-20(x1) 20/ 90(+0) 1 12.5 11.5 10.5 9.5 8.5 7.5 6.6 5.7 4.1 2.8 1.7 0.9
Hvy Phasor 26 5-40(x1) 60/270(+0) 2 22.5 21.5 20.5 19.5 18.5 17.5 16.5 15.6 13.8 12.1 10.5 9.0
Auto Blastor 28 4-16(x3) 30/ 90(+0) 1 30.0 27.0 24.0 21.0 18.0 15.2 12.7 10.4 6.5 3.5 1.4 0.2
~Tachyon Beam 30 1-25(x1) 30/ 80(+0) 1 13.0 12.0 11.0 10.1 9.2 8.4 7.6 6.8 5.4 4.2 3.1 2.2
^Gauss Auto 32 7-10(x4) 105/105(+0) 1 34.0 30.0 30.0 26.0 26.0 22.0 22.0 18.0 14.0 10.0 6.0 3.0
^Particle 33 10-20(x1) 90/ 75(+0) 2 15.0 14.0 14.0 13.0 13.0 12.0 12.0 11.0 10.0 9.0 8.0 7.0
Plasma Canon 35 6-30(x1) 30/110(+0) 1 18.0 17.0 16.0 15.0 14.0 13.0 12.0 11.0 9.2 7.6 6.1 4.8
Death Ray 36 200-1000(x1) 2000/2000(+0)3 600. 599. 598. 597. 596. 595. 594. 593. 591. 589. 587. 585.
Disruptor 37 10-40(x1) 70/160(+0) 2 25.0 24.0 23.0 22.0 21.0 20.0 19.0 18.0 16.0 14.0 12.2 10.5
Pulse Phasor 38 5-20(x3) 40/120(+0) 1 37.5 34.5 31.5 28.5 25.5 22.5 19.7 17.1 12.4 8.4 5.2 2.8
Tri-focus Pl 45 20-50(x1) 70/180(+0) 1 35.0 34.0 33.0 32.0 31.0 30.0 29.0 28.0 26.0 24.0 22.0 20.0
Stellar Conv 46 10-35(x4) 200/300(+0) 3 90.0 86.0 82.0 78.0 74.0 70.0 66.0 62.0 54.0 46.2 38.9 32.3
Mauler Dev 48 20-100(x1) 150/300(+0) 1 60.0 59.0 58.0 57.0 56.0 55.0 54.0 53.0 51.0 49.0 47.0 45.0
~: These are streaming weapons, so damage carries over from one target to another
^: These are penetrating weapons, that halve the effects of shields.
Missiles and Torpedoes: Shields
name tech dmg(shots) sz/pow(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
----------------------------------------------------------------------------------------------------------
Nuclear 1 4(x1) 50/ 20(+0) 2.0 4 3 2 1 - - - - - - - -
Hyper-V 4 6(x1) 70/ 20(+0) 2.5 6 5 4 3 2 1 - - - - - -
Hyper-X 7 8(x1) 100/ 20(+1) 2.5 8 7 6 5 4 3 2 1 - - - -
Scatter V 11 6(x5) 115/ 50(+0) 2.5 30 25 20 15 10 5 - - - - - -
Merculite 14 10(x1) 105/ 20(+2) 3.0 10 9 8 7 6 5 4 3 1 - - -
Stinger 18 15(x1) 155/ 30(+3) 3.5 15 14 13 12 11 10 9 8 6 4 2 -
Anti-Mat Trp 23 30(x1) 75/300(+4) 4.0 30 29 28 27 26 25 24 23 21 19 17 15
Scatter VII 27 10(x7) 230/ 50(+2) 3.0 70 63 56 49 42 35 28 21 7 - - -
Pulson 29 20(x1) 160/ 40(+4) 4.0 20 19 18 17 16 15 14 13 11 9 7 5
Hercular 34 25(x1) 220/ 40(+5) 4.5 25 24 23 22 21 20 19 18 16 14 12 10
Hellfire Trp 40 25(x4) 150/350(+6) 5.0 100 96 92 88 84 80 76 72 64 56 48 40
Zeon 41 30(x1) 250/ 50(+6) 5.0 30 29 28 27 26 25 24 23 21 19 17 15
Proton Torp 43 60(x1) 100/400(+6) 8.0 60 59 58 57 56 55 54 53 51 49 47 45
Scatter X 44 15(x10) 250/ 50(+3) 3.5 150 140 130 120 110 100 90 80 60 40 20 -
Plasma Torp 50 135(x1) 150/450(+7) 6.0 135 134 133 132 131 130 129 128 126 124 122 120
Note: Plasma Torpedo stats assume that torpedo fired at adjacent stack.
Planetary Shield V:
5: Neutron Pellet Gun
6: Neutron Blaster, Hyper V Rockets, Scatter Pack Vs
7: Mass Driver, Heavy Laser
8: Heavy Ion Cannon, Graviton Beam, Fusion Beam, Auto Blaster, Hyper X Missiles
Planetary Shield X:
10: Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Merculite Missiles, Scatter Pack
VIIs
12: Nuclear Bomb, Hard Beam, Heavy Blast Cannon
13: Tachyon Beam, Hellfire Torps
15: Heavy Fusion Beam, Plasma Cannon, Stinger Missiles, Scatter Pack Xs, Anti-Matter Torps
Planetary Shield XV:
18: Stellar Converter
20: Heavy Phasor, Disruptor, Fusion Bomb, Pulson Missile
Planetary Shield XX:
25: Tri-Focus Plasma, Hercular Missiles
31: Zeon Missiles, Proton Torpedoes
Weapons beyond max defense: Mauler Device, Death Ray, Anti-Matter Bomb, Omega-V Bomb, Neutronium Bomb, Plasma Torps. (35 is maximum Planet Defense)
Ship shield level where weapons cease to affect:
4: Laser, Gatling Laser, Nuclear Missile
6: Hyper V Rockets, Scatter Pack Vs
7: Heavy Laser
9: Neutron Pellet Gun, Ion Cannon, Hyper X Missiles
11: Merculite Missiles, Scatter Pack VIIs
13: Neutron Blaster
15: Heavy Ion Cannon, Fusion Beam, Auto Blastor, Graviton Beam, Mass Driver, Stinger Missiles,
Scatter Pack Xs
Following weapons beyond max defense:
Megabolt Cannon, Phasor, Pulse Phasor, Gauss Autocannon, Hard Beam, Heavy Blast Cannon, Tachyon Beam, Hellfire Torps, Heavy Fusion Beam, Plasma Cannon, Anti-Matter Torps, Stellar Converter, Heavy Phasor, Disruptor, Pulson Missile, Tri-Focus Plasma, Hercular Missiles, Zeon Missiles, Proton Torpedoes, Mauler Device, Death Ray, Plasma Torps.
(current size + power * (1 - current tech level/100)at least through tech level 60.
The following tables then, show the total damage per turn (assuming all shots hit) for each unit of space used. This is a handy means of comparing weapons of different tech levels:
Weapon comparison for tech level 10 : Assumption: Space = size + power * .9
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Laser 1 2/ 28(+0) 1 .089 .054 .027 .009 -- -- -- -- -- -- -- --
Hvy Laser 1 5/ 84(+0) 2 .048 .036 .026 .017 .010 .005 .002 -- -- -- -- --
Gat Laser 5 7/ 77(+0) 1 .130 .078 .039 .013 -- -- -- -- -- -- -- --
^Neut. Pellet 7 3/ 35(+0) 1 .100 .071 .071 .043 .043 .021 .021 .007 -- -- -- --
Ion Cannon 10 4/ 47(+0) 1 .117 .096 .074 .053 .035 .021 .011 .004 -- -- -- --
Hvy Ion 10 11/140(+0) 2 .064 .057 .050 .043 .036 .030 .025 .020 .012 .005 .002 --
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Nuclear 1 27/ 45(+0) 2.0 .089 .067 .044 .022 -- -- -- -- -- -- -- --
Hyper-V 4 46/ 64(+0) 2.5 .094 .078 .062 .047 .031 .016 -- -- -- -- -- --
Hyper-X 7 81/ 99(+1) 2.5 .081 .071 .061 .051 .040 .030 .020 .010 -- -- -- --
Weapon comparison for tech level 20 : Assumption: Space = size + power * .8
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Laser 1 1/ 23(+0) 1 .109 .065 .033 .011 -- -- -- -- -- -- -- --
Hvy Laser 1 3/ 68(+0) 2 .059 .044 .032 .021 .013 .006 .002 -- -- -- -- --
Gat Laser 5 4/ 63(+0) 1 .159 .095 .048 .016 -- -- -- -- -- -- -- --
^Neut. Pellet 7 2/ 26(+0) 1 .135 .096 .096 .058 .058 .029 .029 .010 -- -- -- --
Ion Cannon 10 3/ 36(+0) 1 .153 .125 .097 .069 .046 .028 .014 .005 -- -- -- --
Hvy Ion 10 6/107(+0) 2 .084 .075 .065 .056 .047 .040 .032 .026 .015 .007 .002 --
^Mass Driver 13 6/ 74(+0) 1 .088 .074 .074 .061 .061 .047 .047 .034 .020 .010 .003 --
Neutron Blst 15 5/ 62(+0) 1 .121 .105 .089 .073 .058 .045 .034 .024 .010 .002 -- --
Hvy Blast 15 13/186(+0) 2 .073 .067 .062 .056 .051 .046 .042 .037 .029 .022 .016 .011
~Graviton 17 5/ 72(+0) 1 .111 .097 .084 .072 .061 .051 .042 .033 .019 .009 .003 --
^Hard Beam 19 12/127(+0) 1 .079 .071 .071 .063 .063 .055 .055 .047 .039 .031 .024 .016
Fusion Beam 20 7/ 80(+0) 1 .125 .113 .100 .087 .075 .063 .053 .043 .027 .014 .006 .001
Hvy Fusion 20 21/240(+0) 2 .071 .067 .062 .058 .054 .050 .046 .043 .036 .029 .024 .019
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Nuclear 1 13/ 29(+0) 2.0 .138 .103 .069 .034 -- -- -- -- -- -- -- --
Hyper-V 4 23/ 39(+0) 2.5 .154 .128 .103 .077 .051 .026 -- -- -- -- -- --
Hyper-X 7 41/ 57(+1) 2.5 .140 .123 .105 .088 .070 .053 .035 .018 -- -- -- --
Scatter V 11 62/102(+0) 2.5 .294 .245 .196 .147 .098 .049 -- -- -- -- -- --
Merculite 14 69/ 85(+2) 3.0 .118 .106 .094 .082 .071 .059 .047 .035 .012 -- -- --
Stinger 18 135/159(+3) 3.5 .094 .088 .082 .075 .069 .063 .057 .050 .038 .025 .013 --
Weapon comparison for tech level 30 : Assumption: Space = size + power * .7
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Laser 1 1/ 19(+0) 1 .132 .079 .039 .013 -- -- -- -- -- -- -- --
Hvy Laser 1 2/ 57(+0) 2 .070 .053 .038 .025 .015 .008 .003 -- -- -- -- --
Gat Laser 5 2/ 53(+0) 1 .189 .113 .057 .019 -- -- -- -- -- -- -- --
^Neut. Pellet 7 1/ 21(+0) 1 .167 .119 .119 .071 .071 .036 .036 .012 -- -- -- --
Ion Cannon 10 2/ 29(+0) 1 .190 .155 .121 .086 .057 .034 .017 .006 -- -- -- --
Hvy Ion 10 3/ 85(+0) 2 .106 .094 .082 .071 .060 .050 .041 .033 .019 .009 .003 --
^Mass Driver 13 3/ 52(+0) 1 .125 .106 .106 .087 .087 .067 .067 .048 .029 .014 .005 --
Neutron Blst 15 3/ 49(+0) 1 .153 .133 .112 .092 .073 .057 .043 .031 .012 .002 -- --
Hvy Blast 15 7/147(+0) 2 .092 .085 .078 .071 .065 .059 .053 .047 .037 .028 .020 .014
~Graviton 17 3/ 54(+0) 1 .148 .130 .112 .096 .081 .068 .056 .044 .026 .012 .004 --
^Hard Beam 19 6/ 93(+0) 1 .108 .097 .097 .086 .086 .075 .075 .065 .054 .043 .032 .022
Fusion Beam 20 4/ 63(+0) 1 .159 .143 .127 .111 .095 .081 .067 .055 .034 .018 .007 .001
Hvy Fusion 20 11/188(+0) 2 .090 .085 .080 .074 .069 .064 .059 .054 .046 .037 .030 .024
Megabolt 25 6/ 67(+3) 1 .164 .149 .134 .120 .107 .094 .082 .071 .052 .035 .022 .012
Phasor 26 7/ 78(+0) 1 .160 .147 .135 .122 .109 .096 .084 .073 .053 .036 .022 .012
Hvy Phasor 26 20/234(+0) 2 .096 .092 .088 .083 .079 .075 .071 .067 .059 .052 .045 .039
Auto Blastor 28 13/ 89(+0) 1 .337 .303 .270 .236 .202 .171 .143 .117 .073 .039 .016 .003
~Tachyon Beam 30 9/ 86(+0) 1 .151 .140 .128 .118 .107 .098 .088 .080 .063 .049 .036 .026
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Nuclear 1 7/ 21(+0) 2.0 .190 .143 .095 .048 -- -- -- -- -- -- -- --
Hyper-V 4 12/ 26(+0) 2.5 .231 .192 .154 .115 .077 .038 -- -- -- -- -- --
Hyper-X 7 20/ 34(+1) 2.5 .235 .206 .176 .147 .118 .088 .059 .029 -- -- -- --
Scatter V 11 31/ 66(+0) 2.5 .455 .379 .303 .227 .152 .076 -- -- -- -- -- --
Merculite 14 35/ 49(+2) 3.0 .204 .184 .163 .143 .122 .102 .082 .061 .020 -- -- --
Stinger 18 67/ 88(+3) 3.5 .170 .159 .148 .136 .125 .114 .102 .091 .068 .045 .023 --
Anti-Mat Trp 23 46/256(+4) 4.0 .117 .113 .109 .105 .102 .098 .094 .090 .082 .074 .066 .059
Scatter VII 27 187/222(+2) 3.0 .315 .284 .252 .221 .189 .158 .126 .095 .032 -- -- --
Pulson 29 149/177(+4) 4.0 .113 .107 .102 .096 .090 .085 .079 .073 .062 .051 .040 .028
Weapon comparison for tech level 40 : Assumption: Space = size + power * .6
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Laser 1 1/ 16(+0) 1 .156 .094 .047 .016 -- -- -- -- -- -- -- --
Hvy Laser 1 1/ 47(+0) 2 .085 .064 .046 .030 .018 .009 .003 -- -- -- -- --
Gat Laser 5 1/ 44(+0) 1 .227 .136 .068 .023 -- -- -- -- -- -- -- --
^Neut. Pellet 7 1/ 17(+0) 1 .206 .147 .147 .088 .088 .044 .044 .015 -- -- -- --
Ion Cannon 10 1/ 23(+0) 1 .239 .196 .152 .109 .072 .043 .022 .007 -- -- -- --
Hvy Ion 10 2/ 69(+0) 2 .130 .116 .101 .087 .074 .061 .050 .040 .023 .011 .003 --
^Mass Driver 13 2/ 38(+0) 1 .171 .145 .145 .118 .118 .092 .092 .066 .039 .020 .007 --
Neutron Blst 15 2/ 40(+0) 1 .187 .163 .138 .113 .090 .070 .052 .037 .015 .003 -- --
Hvy Blast 15 4/119(+0) 2 .113 .105 .097 .088 .080 .073 .065 .058 .046 .035 .025 .017
~Graviton 17 2/ 42(+0) 1 .190 .167 .144 .124 .105 .087 .071 .057 .033 .016 .005 --
^Hard Beam 19 3/ 72(+0) 1 .139 .125 .125 .111 .111 .097 .097 .083 .069 .056 .042 .028
Fusion Beam 20 2/ 50(+0) 1 .200 .180 .160 .140 .120 .102 .085 .069 .043 .023 .009 .002
Hvy Fusion 20 6/150(+0) 2 .113 .107 .100 .093 .087 .080 .074 .068 .057 .047 .038 .030
Megabolt 25 3/ 50(+3) 1 .220 .200 .180 .161 .143 .126 .111 .096 .069 .047 .029 .016
Phasor 26 4/ 62(+0) 1 .202 .185 .169 .153 .137 .121 .106 .092 .067 .045 .028 .015
Hvy Phasor 26 10/185(+0) 2 .122 .116 .111 .105 .100 .095 .089 .084 .074 .065 .057 .049
Auto Blastor 28 7/ 67(+0) 1 .448 .403 .358 .313 .269 .227 .189 .155 .096 .052 .021 .003
~Tachyon Beam 30 5/ 63(+0) 1 .206 .190 .175 .161 .147 .133 .121 .109 .086 .067 .050 .035
^Gauss Auto 32 17/123(+0) 1 .276 .244 .244 .211 .211 .179 .179 .146 .114 .081 .049 .024
^Particle 33 10/100(+0) 2 .150 .140 .140 .130 .130 .120 .120 .110 .100 .090 .080 .070
Plasma Canon 35 9/ 87(+0) 1 .207 .195 .184 .172 .161 .149 .138 .127 .106 .087 .070 .055
Death Ray 36 228/2716(+0) 3 .221 .221 .220 .220 .219 .219 .219 .218 .218 .217 .216 .215
Disruptor 37 18/153(+0) 2 .163 .157 .150 .144 .137 .131 .124 .118 .105 .092 .080 .069
Pulse Phasor 38 22/107(+0) 1 .350 .322 .294 .266 .238 .210 .184 .159 .116 .079 .049 .026
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Nuclear 1 3/ 15(+0) 2.0 .267 .200 .133 .067 -- -- -- -- -- -- -- --
Hyper-V 4 6/ 18(+0) 2.5 .333 .278 .222 .167 .111 .056 -- -- -- -- -- --
Hyper-X 7 10/ 22(+1) 2.5 .364 .318 .273 .227 .182 .136 .091 .045 -- -- -- --
Scatter V 11 15/ 45(+0) 2.5 .667 .556 .444 .333 .222 .111 -- -- -- -- -- --
Merculite 14 17/ 29(+2) 3.0 .345 .310 .276 .241 .207 .172 .138 .103 .034 -- -- --
Stinger 18 34/ 52(+3) 3.5 .288 .269 .250 .231 .212 .192 .173 .154 .115 .077 .038 --
Anti-Mat Trp 23 23/203(+4) 4.0 .148 .143 .138 .133 .128 .123 .118 .113 .103 .094 .084 .074
Scatter VII 27 93/123(+2) 3.0 .569 .512 .455 .398 .341 .285 .228 .171 .057 -- -- --
Pulson 29 75/ 99(+4) 4.0 .202 .192 .182 .172 .162 .152 .141 .131 .111 .091 .071 .051
Hercular 34 145/169(+5) 4.5 .148 .142 .136 .130 .124 .118 .112 .107 .095 .083 .071 .059
Hellfire Trp 40 150/360(+6) 5.0 .278 .267 .256 .244 .233 .222 .211 .200 .178 .156 .133 .111
Weapon comparison for tech level 50 : Assumption: Space = size + power * .5
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Ion Cannon 10 1/ 19(+0) 1 .289 .237 .184 .132 .088 .053 .026 .009 -- -- -- --
Hvy Ion 10 1/ 56(+0) 2 .161 .143 .125 .107 .091 .076 .062 .049 .029 .014 .004 --
^Mass Driver 13 1/ 29(+0) 1 .224 .190 .190 .155 .155 .121 .121 .086 .052 .026 .009 --
Neutron Blst 15 1/ 32(+0) 1 .234 .203 .172 .141 .113 .087 .066 .047 .019 .003 -- --
Hvy Blast 15 2/ 95(+0) 2 .142 .132 .121 .111 .100 .091 .082 .073 .057 .044 .032 .022
~Graviton 17 1/ 33(+0) 1 .242 .212 .184 .158 .133 .111 .091 .073 .042 .020 .006 --
^Hard Beam 19 2/ 56(+0) 1 .179 .161 .161 .143 .143 .125 .125 .107 .089 .071 .054 .036
Fusion Beam 20 1/ 41(+0) 1 .244 .220 .195 .171 .146 .124 .103 .084 .053 .028 .011 .002
Hvy Fusion 20 3/121(+0) 2 .140 .132 .124 .116 .107 .099 .092 .084 .071 .058 .047 .037
Megabolt 25 2/ 38(+3) 1 .289 .263 .237 .212 .188 .166 .145 .126 .091 .062 .039 .021
Phasor 26 2/ 49(+0) 1 .255 .235 .214 .194 .173 .153 .134 .116 .084 .057 .036 .019
Hvy Phasor 26 5/146(+0) 2 .154 .147 .140 .134 .127 .120 .113 .107 .094 .083 .072 .062
Auto Blastor 28 4/ 52(+0) 1 .577 .519 .462 .404 .346 .293 .244 .200 .124 .067 .027 .004
~Tachyon Beam 30 3/ 48(+0) 1 .271 .250 .230 .211 .193 .175 .158 .142 .113 .087 .065 .046
^Gauss Auto 32 9/ 83(+0) 1 .410 .361 .361 .313 .313 .265 .265 .217 .169 .120 .072 .036
^Particle 33 5/ 66(+0) 2 .227 .212 .212 .197 .197 .182 .182 .167 .152 .136 .121 .106
Plasma Canon 35 5/ 66(+0) 1 .273 .258 .242 .227 .212 .197 .182 .167 .140 .115 .093 .073
Death Ray 36 114/1758(+0) 3 .341 .341 .340 .340 .339 .338 .338 .337 .336 .335 .334 .333
Disruptor 37 9/108(+0) 2 .231 .222 .213 .204 .194 .185 .176 .167 .148 .130 .113 .097
Pulse Phasor 38 11/ 77(+0) 1 .487 .448 .409 .370 .331 .292 .256 .222 .161 .110 .068 .037
Tri-focus Pl 45 18/139(+0) 1 .252 .245 .237 .230 .223 .216 .209 .201 .187 .173 .158 .144
Stellar Conv 46 38/302(+0) 3 .298 .285 .272 .258 .245 .232 .219 .205 .179 .153 .129 .107
Mauler Dev 48 48/281(+0) 1 .214 .210 .206 .203 .199 .196 .192 .189 .181 .174 .167 .160
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Scatter V 11 8/ 33(+0) 2.5 .909 .758 .606 .455 .303 .152 -- -- -- -- -- --
Merculite 14 9/ 19(+2) 3.0 .526 .474 .421 .368 .316 .263 .211 .158 .053 -- -- --
Stinger 18 17/ 32(+3) 3.5 .469 .437 .406 .375 .344 .312 .281 .250 .187 .125 .062 --
Anti-Mat Trp 23 12/162(+4) 4.0 .185 .179 .173 .167 .160 .154 .148 .142 .130 .117 .105 .093
Scatter VII 27 47/ 72(+2) 3.0 .972 .875 .778 .681 .583 .486 .389 .292 .097 -- -- --
Pulson 29 37/ 57(+4) 4.0 .351 .333 .316 .298 .281 .263 .246 .228 .193 .158 .123 .088
Hercular 34 73/ 93(+5) 4.5 .269 .258 .247 .237 .226 .215 .204 .194 .172 .151 .129 .108
Hellfire Trp 40 75/250(+6) 5.0 .400 .384 .368 .352 .336 .320 .304 .288 .256 .224 .192 .160
Zeon 41 134/159(+6) 5.0 .189 .182 .176 .170 .164 .157 .151 .145 .132 .119 .107 .094
Proton Torp 43 62/262(+6) 8.0 .229 .225 .221 .218 .214 .210 .206 .202 .195 .187 .179 .172
Scatter X 44 165/190(+3) 3.5 .789 .737 .684 .632 .579 .526 .474 .421 .316 .211 .105 --
Plasma Torp 50 150/375(+7) 6.0 .360 .357 .355 .352 .349 .347 .344 .341 .336 .331 .325 .320
Weapon comparison for tech level 60 : Assumption: Space = size + power * .4
Beam Weapons: Shields
name tech cost/spc(bon) rng 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Fusion Beam 20 1/ 31(+0) 1 .323 .290 .258 .226 .194 .164 .136 .112 .069 .037 .015 .002
Hvy Fusion 20 2/ 94(+0) 2 .181 .170 .160 .149 .138 .128 .118 .109 .091 .075 .060 .047
Megabolt 25 1/ 29(+3) 1 .379 .345 .310 .278 .247 .218 .191 .165 .120 .082 .051 .027
Phasor 26 1/ 38(+0) 1 .329 .303 .276 .250 .224 .197 .173 .150 .109 .074 .046 .025
Hvy Phasor 26 3/114(+0) 2 .197 .189 .180 .171 .162 .154 .145 .137 .121 .106 .092 .079
Auto Blastor 28 2/ 39(+0) 1 .769 .692 .615 .538 .462 .391 .325 .266 .166 .089 .036 .006
~Tachyon Beam 30 2/ 36(+0) 1 .361 .333 .307 .281 .257 .233 .211 .190 .151 .117 .087 .061
^Gauss Auto 32 5/ 57(+0) 1 .596 .526 .526 .456 .456 .386 .386 .316 .246 .175 .105 .053
^Particle 33 3/ 44(+0) 2 .341 .318 .318 .295 .295 .273 .273 .250 .227 .205 .182 .159
Plasma Canon 35 3/ 49(+0) 1 .367 .347 .327 .306 .286 .265 .245 .225 .189 .155 .125 .098
Death Ray 36 57/1179(+0) 3 .509 .508 .507 .506 .506 .505 .504 .503 .501 .500 .498 .496
Disruptor 37 5/ 78(+0) 2 .321 .308 .295 .282 .269 .256 .244 .231 .205 .180 .156 .134
Pulse Phasor 38 6/ 57(+0) 1 .658 .605 .553 .500 .447 .395 .345 .299 .217 .148 .092 .049
Tri-focus Pl 45 9/ 97(+0) 1 .361 .351 .340 .330 .320 .309 .299 .289 .268 .247 .227 .206
Stellar Conv 46 19/196(+0) 3 .459 .439 .418 .398 .378 .357 .337 .316 .276 .235 .199 .165
Mauler Dev 48 24/185(+0) 1 .324 .319 .314 .308 .303 .297 .292 .286 .276 .265 .254 .243
Missiles and Torpedoes: Shields
name tech cost/spc(bon) spd 0 1 2 3 4 5 6 7 9 11 13 15
--------------------------------------------------------------------------------------------
Anti-Mat Trp 23 6/126(+4) 4.0 .238 .230 .222 .214 .206 .198 .190 .183 .167 .151 .135 .119
Scatter VII 27 23/ 43(+2) 3.0 1.62 1.46 1.30 1.14 .977 .814 .651 .488 .163 -- -- --
Pulson 29 19/ 35(+4) 4.0 .571 .543 .514 .486 .457 .429 .400 .371 .314 .257 .200 .143
Hercular 34 36/ 52(+5) 4.5 .481 .462 .442 .423 .404 .385 .365 .346 .308 .269 .231 .192
Hellfire Trp 40 38/178(+6) 5.0 .562 .539 .517 .494 .472 .449 .427 .404 .360 .315 .270 .225
Zeon 41 67/ 87(+6) 5.0 .345 .333 .322 .310 .299 .287 .276 .264 .241 .218 .195 .172
Proton Torp 43 31/191(+6) 8.0 .314 .309 .304 .298 .293 .288 .283 .277 .267 .257 .246 .236
Scatter X 44 82/102(+3) 3.5 1.471 1.373 1.275 1.176 1.078 .980 .882 .784 .588 .392 .196 --
Plasma Torp 50 75/255(+7) 6.0 .529 .525 .522 .518 .514 .510 .506 .502 .494 .486 .478 .471
Contributed by Jim Cox (cox@unx.sas.com)
GROUND ROLL = d100 + Personal Shield + MAX(Personal Armor, Ship Armor)
+ Personal Weapon + Race Bonus
(d100 stands for a die roll uniformly distributed between 1 and 100).Both sides do a ground role, highest wins and lives, the other is eliminated.
Personal Shields (from force field technology):
None(1) - 0 Personal Deflector Shield(8) - +10 Personal Absorption Shield(21) - +20 Personal Barrier Shield(38) - +30Personal Armor (from Construction technology):
None(1) - 0 Battle Suits(11) - +10 Armored Exoskeleton(24) - +20 Powered Armor(40) - +30Ship Armor (from Construction technology):
Titanium Armor(1) - 0 Duralloy Armor(10) - +5 Zortrium Armor(17) - +10 Andrium Armor(26) - +15 Tritanium Armor(34) - +20 Adamantium Armor(42) - +25 Neutronium Armor(50) - +30Weapons: (from Weapons technology)
None(1) - 0 Hand Lasers(2) - +5 Ion Rifle(12) - +10 Fusion Rifle(24) - +20 Hand Phasor(31) - +25 Plasma Rifle(42) - +30Racial Bonus is +20 if Bulrathi, otherwise 0
To figure out ratio that is needed, add your highest bonuses in each category together, subtract the highest bonuses for your opponent, and consult the following formula or table for expected losses:
P(Losing) = .5 * (100-Diff)*(99-Diff)
_________________________
(100)^2
P(Tie) = (100-Diff)
----------
(100)^2
So Expected lost = Chance you lose
--------------------------------- * Opponents # of troops
(1-Chance you lose-Chance you tie)
This leads to the following table:
Differential Expected Loss as Percentage of Opponent's forces ------------ ------------------------------------------------ 0 100% +5 82% +10 68% +15 56% +20 47% +25 39% +30 32% +40 22% +50 14% +60 8% +70 5% +80 2% +90 < 1% (maximum differential if not Bulrathis)For example, you are the Bulrathis. You have discovered: hand lasers, ion rifle, Armored Exoskeleton, Adamantium Armor. Your opponents have made no ship armor advances, but have Personal Deflector Shields, also Armored Exoskeleton, and Hand Lasers.
Their bonus would be 10 (for shield) + 20 (Armored Exoskeleton) + 5 (Hand Lasers). Yours would be 0 (for shield) + 25 (Adamantium Armor) + 10 (ion rifle) + 20 (racial bonus).
Your differential would be +20. You want to send colonists from two colonies to take a world of the opponents with 100 pop. If you send a total of 100 pop, you should expect approximately 53 to survive the battle.
Contributed by Jim Cox and Dave Chaloux
Simple Easy Average Hard Impossible
Scatter Pack X's (5c) 5 25 45 65 85
Stellar Converters 5 15 25 35 45
Plasma Torpedos 6 9 12 15 18
Beam/Missile Defense 1 3 5 7 9
Shield Level 5 6 7 8 9
Hit Points (x1000) 2 4 6 8 10
Standard Features: