| [Freeciv-Dev] spaceship formulae[Top] [All Lists][Date Prev][Date Next][Thread Prev][Thread Next][Date Index] [Thread Index]
 
 I've reverse engineered some properties of spaceships in Civ1.
(Gosh Civ1 has a clunky interface; you can't even popup cities
from the city report :-)
Given:
H = number of habitation modules
L =   life support modules
S =   solar panel modules
P =   propulsion components
F =   fuel components
(where only parts connected to structurals count)
Support% = L/H         (or 0 if H=0)
Energy%  = 2*S/(L+H)   (or 0 if L+H=0)
Success% = min(Support%,100) * min(Energy%,100)
The Success% can be less by up to a few % in some cases
(I think if P != F or if P and/or F too small (eg <= 2?) ?)
but probably not worth worrying about.
Travel time (in years) = weight(tons) / (200 * min(P,F) + 20)
(rounded down to nearest 1/10 of a year)
(Rounding could matter if you used it to decide a winner for
two ships arriving in the same turn...)
Weight of each part:
  H, L:  1600 tons 
  S:      400 tons 
  P, F:   400 tons 
  structural:  100 or 200 tons
The weights of structurals seems to have some quirks, but 
assigning them according to the following crude ascii diagram
is probably reasonable:
          O=< 
   [] [] ### 
   [] [] #O=<
 +#######*O=<
 /\/\/\/\*##
 \/\/\/\/*O=<
 /\/\/\/\*O=<
 \/\/\/\/*##
 +#######*O=<
   [] [] #O=<
   [] [] ###
          O=<
structural:  (roughly)
 * wt=200   # wt=100   + wt=100, buf actually unnecessary
components:
 O   fuel   =<  propulsion
modules:
  /\  habitation, life support     []  solar panels
  \/                               []
total mass: 24800 by above, including +  (Civ1 actually = 24700)
-- David
 
| [Prev in Thread] | Current Thread | [Next in Thread] |  
[Freeciv-Dev] spaceship formulae,
David Pfitzner <=
 
 |  |