Difference between revisions of "Might (Advanced)"

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*10 points for each Secret Project
 
*10 points for each Secret Project
 
*For each non-combat unit, add cost ÷ 40 (technically MineralRows ÷ 4)
 
*For each non-combat unit, add cost ÷ 40 (technically MineralRows ÷ 4)
*For each [[Psi Combat|Psi]] unit, add cost÷20 (MineralRows ÷ 2)
+
*For each [[Psi Combat|Psi]] unit, add cost ÷ 20 (MineralRows ÷ 2)
 
*For each [[Planet Buster]], add cost ÷ 10 (MineralRows)
 
*For each [[Planet Buster]], add cost ÷ 10 (MineralRows)
 
*For combat units, add cost ÷ 10 in ratio of weapon strength to best weapon of any unit currently in the game (so a [[Laser]] (2) unit is only worth half value if [[Particle Impactor]] (4) weapons are the best available)
 
*For combat units, add cost ÷ 10 in ratio of weapon strength to best weapon of any unit currently in the game (so a [[Laser]] (2) unit is only worth half value if [[Particle Impactor]] (4) weapons are the best available)
  
 
[[Category:Advanced concepts]]
 
[[Category:Advanced concepts]]

Revision as of 09:07, 1 May 2013

The formula used to compute a faction’s Might:

  • 4 points for each point of population
  • 4 points for each Transcendent Thought
  • for each Technology discovered, the sum of Explore, Discover, Build, Conquer values
  • 10 points for each Secret Project
  • For each non-combat unit, add cost ÷ 40 (technically MineralRows ÷ 4)
  • For each Psi unit, add cost ÷ 20 (MineralRows ÷ 2)
  • For each Planet Buster, add cost ÷ 10 (MineralRows)
  • For combat units, add cost ÷ 10 in ratio of weapon strength to best weapon of any unit currently in the game (so a Laser (2) unit is only worth half value if Particle Impactor (4) weapons are the best available)