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 | + | *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)