Author Topic: Subversion Cost for a Unit Modifiers  (Read 552 times)

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Offline Bearu

Subversion Cost for a Unit Modifiers
« on: May 23, 2020, 07:03:25 PM »
This thread covers the cost to subvert an enemy unit. The formulas for the mindcontrol cost of a base and unit differ in dramatic areas and remain mostly separate from each other. Any item with a (??) after the modifier indicates an uncertain item based on my notes for the code. The code contains a * 2 modifier for AI subversion cost of a flag I cannot identify.

Unit Distance from HQ:
d = distance from HQ; 12 with no HQ
d * .5 if the uhome base possesses a punishment sphere
d + 2
 
Start of actual cost to subvert a unit = u
u = Faction Energy Credit Reserves of targetted Unit + 800 / (d * .5 if Unit home base contains a Punishment Sphere) + 2
c = Cost of Subversion
c = u * Unit Mineral Cost * Faction ability PROBECOST * Nethack Terminus Modifier (* .75) * Social PROBE modifiers (+2 to -2) * 2 if the unit possesses Polymorphic Encryption * .5 if the unit lacks a terraforming or colonization module (AI Plans colonization and terraforming) * 3/5 on Transcend for AI; 4/5 on Thinker for AI


AI Only Subversion modifiers:

(Conquer - Build + 2) * c * 4 * .5 if the unit weapon strength possesses less strength than strongest weapon in game (??) * .5 if unit possesses less strength then strongest armor in game (??) * 2 if faction possesses a treaty with the other faction

These subversion cost modifiers operate if the targeted faction wants revenge against the faction with the probe team, climatic battle active, or the targeted faction possesses a vendetta against the faction with the probe team:
* 2 if the unit's weapon and armor remain greater than the faction's strongest weapon and armor (??) * .5 if the targetted unit's weapon remains less than the faction's strongest weapon (??) * .5 if the unit remains in Sea Fungus (??) or a bunker on land * .5 for offensive and assault AI Plan units * 3 for defensive AI plans and any other above it
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Offline bvanevery

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Re: Subversion Cost for a Unit Modifiers
« Reply #1 on: May 24, 2020, 08:01:22 AM »
This is interesting info.  Overpowered probe teams are IMO the very worst part of the game, bar nothing.  Responsible for more rage quits over the years, and deletions / uninstalls, than any other thing I can remember by a wide margin.  In my mod I've doubled the cost of mind control to try to mitigate this.  This has been more about making cities more expensive, as the pittance the AI has paid to take them over is pretty ridiculous.  It's interesting to hear that the bodies of code governing unit and city costs are unrelated.

 

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