MORALE | RISK 1 | RISK 2 | RISK 3 | RISK 4 |
Disciplined | 100/50 | 50/0 | - | - |
Hardened | 100/67 | 50/34 | - | - |
Veteran | 100/75 | 67/50 | 34/25 | - |
Commando | 100/80 | 67/60 | 34/40 | - |
Elite | 100/84 | 75/67 | 50/50 | 25/34 |
MORALE | RISK 1 | RISK 2 | RISK 3 | RISK 4 |
Disciplined | 100/75 | 75/50 | 50/25 | 25/0 |
Hardened | 100/84 | 75/67 | 50/50 | 25/34 |
Veteran | 100/88 | 84/75 | 67/63 | 50/50 |
Commando | 100/90 | 84/80 | 67/70 | 50/60 |
Elite | 100/94 | 88/84 | 75/75 | 63/67 |
MORALE | RISK 1 | RISK 2 | RISK 3 | RISK 4 |
Disciplined | 50/25 | 25/0 | - | - |
Hardened | 50/33 | 25/17 | - | - |
Veteran | 50/37 | 33/25 | 17/12 | - |
Commando | 50/40 | 33/30 | 17/20 | - |
Elite | 50/42 | 37/33 | 25/25 | 12/17 |
Ok, here's what I've figured out:
-Distance seems to be calculated with the "direct" distances (edge to edge, that's actually diagonal) counting as 1, and the corner-to-corner boundaries counting as 1.5 (round down.) Perhaps the guys at Firaxis were D&D fans?
-The formula for the cost to subvert a unit (before applying the effects of the target's PROBE rating or algorithmic enhancement) is (target faction's EC+800)X(cost of the target unit in rows)/(4+2Xdistance to enemy HQ). In particular, this means that if you're going to send your troops far away from home, you'd better either stack them or get a lot of energy to just sit in your bank. On defense, subversion is a much smaller risk; conversely, it's a lot harder to wage a subversion war against an enemy who's fighting in their own territory.
-For bases, the formula is (target faction's EC+1200)X(population+military units in the base)/(4+distance to HQ). The effective distance is halved by a children's creche, halved by a punishment sphere, halved by nerve stapling, and quadrupled by a genejack factory. Drone riots halve the final cost, and a golden age doubles it. Finally, the result is multiplied by 1 more than the number of bases captured (I presume this means via mind control) this turn.
the search engine at Apolyton isn't of much help for me nowadays
Who thought it's a good idead to count corner-to-corner distances as bigger?[
What's the deal with D&D? :)
I tested it in my random save and it's slightly off, but not that much. In one example the formula said 514,5, the actual cost was 513. In another it was 168 to 162. Close enough, I just hope the discrepancy doesn't increase at bigger distances or unit costs. Could you verify it in your game?
I can't say this formula works for me. Could you run a test?
Thanks for the link, I know I haven't encountered any thread with the specific formula, but maybe I missed something, the search engine at Apolyton isn't of much help for me nowadays.
there's stuff I don't quite understand there (what's the deal with the DC 1 and DC2 sheets? ???)
Excellent work, few things to add for completeness:
How/does Polymorphic Encryption or Algorithmic Enhancement change the success rate?
How do different PROBE ratings for the target/user affect success rates?
How does Algorithmic Enhancement vs HSA affect success rate?
By the way, did you also check whether a negative PROBE rating for the target affects the chances?
And what about those techs that are marked as increasing probe team success rate?
The effective distance is halved by a children's creche, halved by a punishment sphere, halved by nerve stapling, and tripled by a genejack factory.