Weapons
Player
BaseAccuracy = Base accuracy of weapon currently firing, can be found on the weapon list
WeaponPlayer = Player currently shooting.
TargetPlayer = Player currently being shot at.
MR_FACTOR = 15
PlayerLevelAccuracyMod(Player) = (Player->Level * Player->Level/60 + Player->Level/2 + 2) / 100
PlayerAccuracy = BaseAccuracy + BaseAccuracy * PlayerLevelAccuracyMod(WeaponPlayer);
Player vs Forces = PlayerAccuracy
Player vs Port = PlayerAccuracy - BaseAccuracy * PortLevel/50
Player vs Planet = PlayerAccuracy - BaseAccuracy * PlanetLevel/350
GetMR(Ship) = round( 700 - ( ( Ship->Shields +Ship->Armour +Ship->CDs * 3 )/25 +( Ship->CargoHolds/100 -Ship->Speed * 5 +Ship->Hardpoints * 5 +Ship->CDs/5 ) ) )
PVPAccuracy = PlayerAccuracy - BaseAccuracy * PlayerLevelAccuracyMod(TargetPlayer) / 2
MRDiff = (Max(0,GetMR(TargetShip) - GetMR(WeaponShip))/MR_FACTOR)/100
Player vs Player = PVPAccuracy - BaseAccuracy * MRDiff
Player vs Player Combat Calculator
Port
Port vs Player = BaseAccuracy * Port->Level - BaseAccuracy * PlayerLevelAccuracyMod(TargetPlayer)
Planet
Planet vs Player = BaseAccuracy + Planet->Level / 2 - BaseAccuracy * PlayerLevelAccuracyMod(TargetPlayer)
BaseAccuracy = 3
Player
Damage = 2
Random(Min,Max) = Random inclusive integer
DroneAccuracy = BaseAccuracy + (Random(3,54) + Random(WeaponPlayer->Level / 2, WeaponPlayer->Level) - (TargetPlayer->Level - WeaponPlayer->Level)/3)/1.5
Player vs Player = Max(0,Min(100, DroneAccuracy - BaseAccuracy * MRDiff ))
Player vs Forces = BaseAccuracy + Random(3,54)
Launched = RoundUp(TotalCDs * XvsX / 100);
Combat Drones Attack Formula
Port
Damage = 1
Port vs Player = 100
Planet
Damage = 1
Planet vs Player = 100
(???)
Damage = 2
Forces vs Player = BaseAccuracy + Random(3,54)
Sector->Connections = Number of connections the sector has, including warps.
TOTAL_ENEMY_MINES_MODIFIER = 25
Damage = 20
Damage vs Fed Ships = 10 (50%)
BaseAccuracy = 100
Accuracy = BaseAccuracy - (TargetPlayer->Level + Random(1,7) * Random(1,7))
If player bumped mines: Accuracy = Accuracy / Sector->Connections^0.6
Mines vs Player = Max(0,Min(100, Accuracy + TotalEnemyMinesInSector / TOTAL_ENEMY_MINES_MODIFIER ))
Launched = RoundUp(TotalMinesOnStack * XvsX / 100);
**Player % **= Max(0, 12 + (WeaponPlayer->Level + (TargetPlayer->Level - WeaponPlayer->Level)) * 0.25)
Exp Loss Calculator
Port % = 31 - PortLevel
Planet % = 27 - PlanetLevel/10
Forces % = 30
Player Kill % = 0.04875 + 0.03 * (TargetPlayer->Level - WeaponPlayer->Level) / max(TargetPlayer->Level, WeaponPlayer->Level)
Player Damage = Round(TotalDamage / 4)
Port Damage = Round(TotalDamage / 20)
Planet Damage = Round(TotalDamage / 20)
Force Damage = Round(TotalDamage / 20)
Attack Rating = (Shield Damage + Armour Damage) / 40
Defence Rating = (Shields + Armour) / 100
Note: CDs count as a total of 2 damage each and 3 armour, so CDs/20 for their component of the attack rating and CDs*3/100 for the defence rating.
Cost To Upgrade = Port->Level * 1,000,000
Upgrade Credits Added On Buy = Min(Goods * 1,000, BuyPrice)
Upgrade Credits Added On Sell = 0
Number Of Downgrade Chances = RoundDown(DamageDone / 200)
Downgrade Successful = Random(1,100) <= 3
Start Credits = (Port->Level - 1) * 4,600,000
Tier 1
150 * game speed per hour.
Tier 2
110 * game speed per hour.
Tier 3
70 * game speed per hour.
Restock By Trading
For every 10 goods of tier 1 you trade, then the supply/demand of tier 2 goods will increase by 9 each. When trading tier 2 goods it will restock tier 3 instead and tier 3 do not restock anything.
Sectors
Turns = 1
Warps
Turns = 5
Jumping
PerLevelFactor = 0.02
TurnsDiffFactor = 1.2
TurnsPerSector = 0.65
MinimumTurnsToJump = 10
TurnsToJump = Max(MinimumTurnsToJump, Round(TurnsToWalk * TurnsPerSector))
**Max Misjump **= Max(0, Round( (TurnsToWalk - TurnsToJump) * TurnsDiffFactor / (1 + Player->Level * PerLevelFactor) ) )
Jump Formula Calculator
Inhabitable
Inhabitable Time = Game->StartDate + Random(45, 85) ^3
This is equivalent to between 1d 1h18m 45s and 7d 2h35m 25s.
Relations
You must have greater than or equal to 0 total relations to park in a race's federal space.
You get 72 hours notice in which to evacuate a race's federal space after a war vote has been declared, if you lose relations by some means other than a war vote then you do not get any notice to leave.
Attack Rating
Safe Attack Rating = Max(0, Min(8, RoundUp(Player->Alignment/150 + 3)))
0: <= -450
1: <= -300
2: <= -150
3: <= 0
4: <= 150
5: <= 300
6: <= 450
7: <= 600
8: > 600
Illegals
You may not have any illegal goods on you in order to be protected (slaves, weapons and narcotics are the illegal goods).