The number of credits generated by a trade route from one of your own systems with a population size P1 to a foreign system with a population size P2 will be:
(0.05 * P1) + (0.1 * P2)
The result is always rounded down (cut at the decimal point).
It does not depend on any other factors like morale or race.
Note that the formula is not symmetrical. A trade route from a small system to a big system will be more profitable than one from a big system to a small system.
Bonuses
Bonuses will not be displayed on the F1 screen, instead you'll only see the basic output. But on the F2 screen, the number of credits produced by the system will include all trade routes and bonuses.
There are 3 bonus types that apply to trade route outputs:
(1) trade route bonuses (e.g. Tower of Commerce)
(2) local credits bonuses (e.g. Trade Center)
(3) global credits bonuses
Again, multiple bonuses of the same type are cumulative, not multiplicative.
=> Trade Route Outputs
2. Number of Trade Routes
To support a new trade route, a system must reach (not actually reach, see below) a multiple of a certain population number. This number depends on the controlling empire:
Code: Select all
Ferengi: 125
Federation: 150
Cardassians: 160
Romulans: 175
Klingons: 185
Joker wrote:pos dec 1628740
int
So a Ferengi pop 125 system can have 1 trade route, a Ferengi pop 250 system can have 2 trade routes, and so on.
A system will not lose a trade route if it shrinks.
A system will not get more than one trade route per threshold, even if the threshold is passed multiple times (due to alternating growth and shrinkage).
But now for the complicated part:
You don't actually get the new trade route when your system's population reaches the threshold number. You'll already get it "one turn earlier". The game tries to extrapolate the future growth (from this turn to the next turn) from the current growth (from the previous turn to this turn). So if you're playing as Ferengi and your system grows from pop 121 to pop 123, it will now get its first trade route.
When extrapolating the population for the next turn, the game ignores the system's maximum population capacity. This can be exploited: For example, when playing als the Klingons, the threshold for the second trade route is 370, but you have a system with a max. pop of 360, you can get a second trade route for that system by proper growth control (i.e. you want to get a big growth step to as close to 360 as possible).
3. Ship Regeneration
A damaged ship will repair a part of its hull at the very start of each turn. The amount of hit points that are gained depends on the square that the ship occupies.
If the square contains a star system (no matter if friendly or not, no matter if inhabitated or not), then the ship gains an amount of HPs equal to 10% of its maximum hull strength.
If the square does not contain a star system, but there's an outpost or a starbase (no matter if friendly or not), the the ship gains an amount of HPs equal to 5% of its maximum hull strength.
If the square does not contain a star system or an outpost/starbase, then the ship gains an amount of HPs equal to 1% of its maximum hull strength.
These amounts willl always be rounded down (cut at the decimal point), i.e. a ship with a maximum hull strength of less than 100 on an empty square will not be able to regenerate its hull at all, no matter how long it stays there.
4. Neutron Stars
If a ship starts its turn on a square with a neutron star, then it will receive 225 points of damage. If the shield strength is lower then 225, then the hull will take the rest of the damage. If the combined shield+hull strength is lower than 225, then the ship is destroyed.
This takes place before hull regeneration, so a part (or even all) of the hull may be repaired immediately, making it seem as if the neutron star did less than 225 points of damage.
Cloaked ships WILL be protected by their shields.
Ships with a combined shield+hull strength of exactly 225 (e.g. Ferengi Light Raider I) will survive with 0 HPs left. (it's the same phenomenon as with orbitals)
On a side note, I tested this with a Ferengi Light Raider I. With 0 HPs left, I moved it into a nebula where it encountered a Federation scout. The scout retreated, and the Light Raider won the battle with zero shields and zero hull ^^
Edit: The damage value has been discovered, see below
5. Black Holes
If a ship with a movement rate of 1 starts its turn on a square with a black hole, then there's a chance that it's destroyed. I don't know the formula for the destruction probabilily, but a Ferengi Scout I is *much* more likely to be destroyed than a Cardassian Battleship I. In a test, I've sent 100 Ferengi Scouts (type I) into a black hole. 25 survived the first turn (in comparison, all of my 50 Cardassian Battleships survived the first turn), but when I re-loaded the saved game (previous turn), I got the same result (even the same ships were destroyed). After several tries with the same result, I re-loaded, let the ships wait one more turn, then sent them to the black hole and got a different result. So it's not just a matter of probability, but obviously also a matter of the game state.
Ships with a movement rate of 2 or more are not destroyed by black holes, and neither are outposts or starbases (if you manage to build them there ).