Pop Support, Ground Combat, Orbital Batteries, Credit Output

Pop Support, Ground Combat, Orbital Batteries, Credit Output; support/discussion/questions

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Gowron
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Pop Support, Ground Combat, Orbital Batteries, Credit Output

Post by Gowron »

Today is a good day to... restore some old information :)



1. Population Support

The total sum of an empire's population support points (for ship maintenance) is determined by multiplying the sum of the population numbers in all systems by an empire-specific constant:

[pop support] = [total pop] * [pop support constant]

The pop support constants are:

Code: Select all

0.850 for the Cardassians
0.775 for the Humans
0.750 for the Ferengi
1.000 for the Klingons
0.800 for the Romulans
Location info by DCER:
DCER wrote:the population support multipliers are found in trek.exe at 0018e2a4, they're stored as 4 byte floats.
The calculation result is always rounded down (cut at the decimal point).






2. Ground Combat Values

The gound combat value of a system is the product of 5 values: first, the population of the system, second, the weapon tech factor, third, the empire-specific ground combat constant, fourth, the local bonus factor, and fifth, the global bonus factor.

The first one needs no further explanation.

The weapon tech factor is obtained by multiplying your current weapon tech level by 0.1 and then adding 1.
So for weapon tech level 1 you get 1.1, for weapon tech level 3 you get 1.3 etc.

The ground combat constant of your empire can be easily obtained via UE. Every minor race has its own constant, with the Zakdorn at the top (2.0) and the Mizarians at the bottom (0.1). Once a minor race joins an empire (liberally or not ;)), it will take that empire's constant.

The local bonus factor starts at 1 and increases for every building that gives a ground combat bonus only to this system. These bonuses are cumulative and not multiplicative. So if you have acquired the Selay and have both a bunker network and their special structure powered in their system, then you get a total factor of 2, not 2.25.

The global bonus factor works like the local one, just with the difference that this one is about buildings with an empire-wide ground combat bonus. Again, if you have multiple global bonuses, they're cumulative and not multiplicative.


Example:
You play as the Cardassians and have acquired the Nausicaans, the Angosians and the Selay (with each special structure up and running). Your current weapon tech level is 8, and you have a (powered) bunker network in the Selay system (population: 250). Your ground combat strength in the Selay system is:

250 (pop) * 1.8 (tech) * 1.1 (Cardassians) * 2 (bunker + Mustering Base) * 1.9 (Nausicaan Recruitment Center + Angosian Super Soldier Academy) = 1881


Unmodded troop transports I are treated as population 40, and unmodded troop transports II as population 160 (160 million soldiers on a single ship... must be pretty cramped ;)). If you change the work capacities of the transports, then these values will change accordingly, IIRC.
Troop transports will be affected by both your empire's constant and your tech level constant, but NOT by any buildings (EDIT: see link below).

Again, the result is always rounded down (cut at the decimal point).

In an invasion attempt, the combined values of the attacking transports are compared to the attacked system's gound combat strength. However, the forces with the lower strength can still be victorious, it's just not very probable.
=> Ground Combat Calculation (success chance of invasion)

How to make use of it:
So, you've got an affiliation treaty with the Tamarians. They offer you membership, but they still haven't terraformed all their planets. But are they already at tech 9?
Say, Tamara has a current pop of 300 and a ground combat strength of 513. You divide 513 by 300 and the result by 0.9 (Tamarian ground combat value). Voila , you get 1.9 as the result, so they're already at tech cap.

Of course, you can also use this formula to determine the weapon tech level of the other major races without espionage.






3. Orbital Batteries:

During orbital combat, each battery will attack a different ship (unless there are more batteries than ships), starting with the first ship in the first formation and working their way through the rest of the fleet. The damage dealt by an orbital battery is equal to the product of the controlling race's weapon tech level and the defense output value for orbitals (unmodded: 80).
If you test this, you'll find out that your ships will seem to take a little less damage than they "should". This is due to the fact that orbital combat takes place in-between turns, and the surviving ships will instantly regenerate HPs equal to 10% of their nominal hull strength.
Good shields are better then a strong hull, because shields will regenerate at once while hull regeneration will take some time. Although Strike Cruisers are labelled as orbital killers, regular Cruisers will do better.

But there's some odd effect: You can take on a LV8 orbital battery with a 640 HP (shields + hull) Cardassian Cruiser II, and it will survive with 0 HPs, then regenerate 29 HPs. This doesn't make much sense, but I've even once seen a Ferengi Light Raider with 0 HPs (and still flying ^^).

I know there has been a thread on this topic, but the weapon tech was not explicitly mentioned there, so I've included this for the sake of completeness.

Again, how to make use of it if you don't know anything about your opponent's weapon tech level:
Use the ground combat strength to determine their current weapon tech level. With this knowlegde you can then calculate the current strength of their orbitals.

But be especially careful with minor races, they might be at weapon tech level 0 and still have level 8 orbitals, maybe that's a mechanism that was built into the game to prevent their planetary defenses from being utterly useless at the start of the game.






4. Credit Output of a Star System:

This is the product of 3 factors: first, the population, second, the Morale multiplier, and third, a modifier that depends on the empire you're playing.
(assuming that you're not producing trade goods in that system)

The Morale multiplier is obtained by dividing the system's current Morale value by 100.

The modifiers come as follows:

Code: Select all

0.150 for the Cardassians
0.225 for the Humans
0.250 for the Ferengi
0.175 for the Klingons
0.200 for the Romulans

Location info by DCER:
DCER wrote:and at 0x18da58, there are income multipliers also as 4 byte floats

the values for the income are 0.15, 0.225, 0.25, 0.175, 0.2
The resulting value is always rounded UP, not down (odd but true).
Only for the Romulans I've observed that even integers are "rounded up" to the next integer (not true for the other empires).

Bonuses
Just like for Ground Combat Values, local bonuses are added up and applied, then empire-wide bonuses are added up and applied (there are no buildings with global credits bonuses in unmodded BotF, but it's possible to have such structures [hex value 06 for building output type]).

Example:
empire: Ferengi
system: Acamar
system population: 240
system morale: 125
trade center (+50% credits locally)
Clan Hall (+100% credits locally)
2 modified buildings giving +30% and +40% credits empire-wide

=> Output:
240 (pop) * 0.25 (Ferengi) * 1.25 (morale) * 2.5 (local bonuses) * 1.7 (global bonuses) = 318.57
(will be rounded up to 319)


You may keep any spelling errors you find ^^
Last edited by Gowron on Sat Jun 28, 2008 11:31 am, edited 1 time in total.
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Gowron
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Post by Gowron »

thunderchero wrote:WOW

Gowron great job of getting all the modding info back.

thanks

thunderchero
You're welcome, and there will be more coming back shortly :)
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Post by The_Nighthawk »

I have found a discrepancy with what Tech Orbital Batteries use to determine their damage. It looks like it is weapon tech, not energy.

I just played a vanilla game where a Federation Light Cruiser II survived a planetary assault against my orbital. The orbital only did 560 damage. My tech level in Energy was 8, and in Weapons it was 7.

The help text for orbitals doesn't say which tech, and an assumption may have been made because the Shields' help text says it uses energy tech.
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Gowron
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Post by Gowron »

Thank you very much :)
I've corrected the tech type.
A discovery consists in seeing something everybody has seen and at the same time thinking something nobody has thought yet.
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