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Post by jeff on Jul 13, 2022 0:16:05 GMT
Research and Developement rules, and code explained.
On the purchase screen for each class of unit there is a R/D label. If you click that (and you have at least $100) 1 will be invested in technology for that class of unit. Each turn a die is rolled d1000. Yeah that seems like a big die, eh ? But if that number is less than or equal to what you have invested in that class R/D. Then some stat of that class may improve. There are about 30 different equipment stats in the equipment file. But, only about 15 are really considered. Soft Attack, Hard Attack, movement, etc. The other values are things like which Icon this unit uses, Type of Movement (Tracked, wheeled, foot, etc.) Anyway, There are about 15 useful values that could be improved. So pull anther random number. 1 would be soft attack. 2 hard attack.... 12 is weapon range, etc. Now this is where weird luck, can really get goofy. With just a 100 invested in Figther tech. (1 chance in 10 each turn. (100 or less on a d1000)) I ended up with fighters with a weapon range of 3 hexes in just a little while. This, I did not like. So... This is where the DATA\rd.csv file comes in.
0,1 sa,2 ha,3 aa,4 na,5 gd,6 ad,7 cd,8 bmb,9 ini,10 range,11 rcn,12 move,13 cost,14 fuel 0 inf,3,3,3,3,3,3,3,0,5,10,5,5,3,1 1 tnk,3,3,3,3,3,3,3,0,5,10,5,5,3,1 2 recn,3,3,3,3,3,3,3,0,5,10,5,5,3,1 3 at,3,3,3,3,3,3,3,0,5,10,5,5,3,1 4 art,3,3,3,3,3,3,3,0,5,10,5,5,3,1 5 aa,3,3,3,3,3,3,3,0,5,10,5,5,3,1 6 ad,3,3,3,3,3,3,3,0,5,10,5,5,3,1 7 fort,3,3,3,3,3,3,3,0,5,10,5,0,3,0 8 ftr,3,3,3,3,3,3,0,1,5,10,5,5,3,1 9 tac,3,3,3,3,3,3,0,1,5,10,5,5,3,1 10 sac,3,3,3,3,3,3,0,1,5,10,5,5,3,1 11 ss,3,3,3,3,3,3,0,0,5,10,5,5,3,1 12 dd,3,3,3,3,3,3,0,0,5,10,5,5,3,1 13 ca/bb,3,3,3,3,3,3,0,0,5,10,5,5,3,1 14 cv,3,3,3,3,3,3,0,0,5,10,5,5,3,1 15 gt,3,3,3,3,3,3,3,0,5,10,5,5,3,1 16 at,3,3,3,3,3,3,0,0,5,10,5,5,3,1 17 nt,3,3,3,3,3,3,0,0,5,10,5,5,3,1 18 depot,3,3,3,3,3,3,3,0,5,10,5,5,3,0 19 fac,3,3,3,3,3,3,3,0,5,10,5,5,3,0
First line is just a header. The next 18 lines are for each class of unit. Improvements in each stat are divided by these values. Fractions rounded UP. All units divide small arms Soft attack improvements by 3. The first improvement will actually knock up the class value by 1. But, it will take 4 results on that stat to improve SA to +2. Weapon range will take 11 improvements to actually be a range +2. Oh, 0 means...that value will NOT improve. Like Bombing value for Infantry units. I have considered an imporvement in a nation's Hard Attack tech really should improve the Hard Attack values on all classes. But, Tank class - hard attack value is a bit different from Figher class - hard attack value.
Other effects of R/D investment. The Date is advanced one turn for each R/D point invested. This means units will become available sooner. The first month a new unit is available the cost is 1.9 times the normal cost. Each Month this decreases by .1 until the cost is finally down to .9 normal cost.
For each point invested there is a 50% chance that the nations production value will increase by .001
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