en:games:star_trek_armada_1:economy
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en:games:star_trek_armada_1:economy [2022-04-06-19-46] – created 7saturn | en:games:star_trek_armada_1:economy [2024-01-07-20-03] (current) – [Deconstruction of Units] 7saturn | ||
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====== Armada 1 Economy ====== | ====== Armada 1 Economy ====== | ||
- | ===== The Most Basic Requirement or Maximum Gain ===== | + | As in any other [[en: |
- | As in any other [[en: | + | |
- | The mining rate of a fully maxed moon is always roughly 10.5 dil/sec. or approximately 630 per minute. That means, a full 20'000 dilithium moon is mined down in about 32 minutes. On most maps you have 2 moons relatively close by to your starting location, which together would give you an income of about 1'260 per minute. When you compare that with the time and resource requirements | + | There are four kinds of resources in this game, Crew and Dilithium, Special Weapons Energy and Supply. Crew is gained |
- | Also consider: A standard | + | The three resources are by default indicated by a bar of three numbers in the upper right corner of the screen: |
+ | |||
+ | {{ : | ||
+ | |||
+ | The left number indicates the Dilithium in possession. The number in the middle represents the current crew amount. The right numbers indicate the currently used supply and the current upper limit of supply. | ||
+ | ===== The Different Resources ===== | ||
+ | ==== Dilithium ==== | ||
+ | Dilithium is provided by [[map objects# | ||
+ | |||
+ | It is always mandatory, to max out a Dilithium Moon, regardless whether it is an infinite one, or a limited one. Usually that means 3 freighters. That's 2 on top of the automatically provided one from the built mining station. Only when the map geometry or mining station positioning is bad, it may require more than 3 for maximum output. | ||
+ | |||
+ | The mining rate of a fully maxed moon is always roughly 10.5 dil/sec. or approximately 630 per minute. That means, a full 20'000 Dilithium Moon is mined down in about 32 minutes. On most maps you have 2 moons relatively close to your starting location, which together give you an income of up to 1'260 per minute. When you compare that with the time and resource requirements for ships build, you can have an idea of how much production rate you can muster with such an income. It also implies the following: A maxed out Dilithium Moon costs 1'000 dil. for the station and another 800 for the two freighters. So the 1'800 units of Dilithium are returned after round about 3 minutes. | ||
+ | |||
+ | As the [[Factions# | ||
+ | ==== Crew ==== | ||
+ | The crew is used for constructing most [[units]] and [[stations]]. Repairing ships at yards and re-crewing stations can also use up crew. If you run out of crew you can only build [[sensor stations]], [[Torpedo Defense|torpedo turrets]] and [[pulse Defense|pulse turrets]], as well as do research. The only source or crew are [[Starbase|starbases]]. When placed at no special location a starbase | ||
+ | |||
+ | The [[Factions# | ||
+ | ==== Supply ==== | ||
+ | Almost all [[units]] | ||
+ | |||
+ | There are actually three situations, that can lead to a need for extending | ||
+ | * Construction of units and stations raising the used supply. | ||
+ | * Capturing units or stations raises the used supply as well. | ||
+ | * Loosing a [[starbase]] reduces the supply limit by the amount of 20 for the starbase and maybe even further for the supply extensions present at that starbase. | ||
+ | |||
+ | Increasing the supply limit is done fastest by extensions at starbases. Each starbase can extend the supply six times by the number of 20. A new starbase increases the supply by 20, too. Starbases take considerably longer to build but once all extension slots of all starbases are in use, there is no alternative to acquiring new starbases or recycling units or stations. | ||
+ | ==== Special Weapon | ||
+ | Most [[units]] and some [[stations]] can have [[special weapons]]. Most of those weapons require Special Weapon Energy. It follows the classic [[en: | ||
+ | ==== Deconstruction of Units ==== | ||
+ | One source of resources was not mentioned here, yet: Deconstruction of ships or stations. This means the unit is removed from the match and the resources invested are returned. Every unit that is produced and every station, that is built, can be deconstructed. For ships this is only possible in a yard. For stations this happens in-place. When a unit is deconstructed, | ||
+ | |||
+ | This is especially interesting, | ||
+ | |||
+ | However, depending on the situation, this may still be a very sensible course | ||
+ | |||
+ | One immediate problem of stealing ships and stations can be the automatically increased supply usage. Any stations or units that use supply will have this effect the moment they are taken over. This is also one of two ways how a player may end up using more supply than he actually possesses. The other one would be a destruction of supply (losing or deconstructing a Starbase). So especially the Borg assimilation mechanics can cause this problem very quickly, if the remaining supply is already rather low while the player has fast successes in assimilating units. This may even make it necessary to deconstruct units, in order to progress other constructions that are supply-blocked. | ||
===== Borg Cube Example ===== | ===== Borg Cube Example ===== | ||
Let's take a straight forward example, the [[cube|Borg Cube]]. It costs 1'200 dil., takes 120 seconds to be build and requires 1'000 crew + 7 supply. When comparing that with your dilithium income, you can build actually one cube per minute, which means, you can fire up two [[adv_assembly_matrix|Advanced Assembly Matrizes]] at the same time. (Or half a cube per minute and moon.) You will end up with 50-60 dilithium spare per minute as well. But be aware that the other cost is also to be taken into account. 2 Cubes per minute also means, 14 supply per minute and 2'000 crew per minute. Considering, | Let's take a straight forward example, the [[cube|Borg Cube]]. It costs 1'200 dil., takes 120 seconds to be build and requires 1'000 crew + 7 supply. When comparing that with your dilithium income, you can build actually one cube per minute, which means, you can fire up two [[adv_assembly_matrix|Advanced Assembly Matrizes]] at the same time. (Or half a cube per minute and moon.) You will end up with 50-60 dilithium spare per minute as well. But be aware that the other cost is also to be taken into account. 2 Cubes per minute also means, 14 supply per minute and 2'000 crew per minute. Considering, | ||
- | When playing with limitations on both resources, you //will// run into resources stalling of that kind rather soon, when trying to build Cubes. E.g. starting with 3'000 crew already requires you to wait some time for the second Cube and/or to build another [[Nexus]], as the buildings required for full [[setting_up_matches# | + | When playing with limitations on both resources, you //will// run into resources stalling of that kind rather soon, when trying to build Cubes. E.g. starting with 3'000 crew already requires you to wait some time for the second Cube and/or to build another [[Nexus]], as the buildings required for full [[setting_up_matches# |
- | Also the starting supply is not that much in terms of fast building. The build up to two Advanced Assembly Matrizes costs 43 of the 100 Energy Nodes (minimum value and if you recycle your [[scout]] that is). With a [[Holding Beam]] it costs even more. So the supply will run out after 7 Cubes and an increase of supply will cost 500 dil. and gain 20 supply (another 3 Cubes) but take additional time. | + | Also the starting supply is not that much in terms of fast building. The build up to two Advanced Assembly Matrizes costs 43 of the 100 Energy Nodes (minimum value and if you recycle your [[scout]] that is). With a [[Holding Beam]] it costs even more. So the supply will run out after 7 Cubes and an increase of supply will cost 500 dil. and gain 20 supply (another 3 Cubes) but takes additional time. |
- | So for a full squad of eight cubes a supply upgrade is necessary, as well as a second Nexus is highly advised. Otherwise the additional 7 cubes would take another 42 minutes of crew gain. When playing with starting crew limited to 3'000, the borg mostly suffer from lack of crew and not so much from a lack of dilithium. | + | So for a full squad of eight cubes a supply upgrade is necessary, as well as a second |
===== The Sphere Example ===== | ===== The Sphere Example ===== | ||
You can also go smaller, e.g. for [[sphere|Spheres]]: | You can also go smaller, e.g. for [[sphere|Spheres]]: | ||
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If you go even smaller, let's say, only [[interceptor|Interceptors]] and one moon to rush your opponent, the calculations are similar: One moon giving you at best 630 dilithium per minute. An Interceptor costs 250 dil, 3 supply and 100 crew per 30 seconds, so meaning, 500 dil. per minute, 6 supply per minute and 200 crew per minute (Nexus equivalent: 38 seconds, so this is doable for even a normal Nexus). Interceptors are a bit less draining on crew than Spheres, but comparable on supply and dilithium. That's two Interceptors per minute and moon and 130 spare dilithium as well as a crew gain of 5 per unit. | If you go even smaller, let's say, only [[interceptor|Interceptors]] and one moon to rush your opponent, the calculations are similar: One moon giving you at best 630 dilithium per minute. An Interceptor costs 250 dil, 3 supply and 100 crew per 30 seconds, so meaning, 500 dil. per minute, 6 supply per minute and 200 crew per minute (Nexus equivalent: 38 seconds, so this is doable for even a normal Nexus). Interceptors are a bit less draining on crew than Spheres, but comparable on supply and dilithium. That's two Interceptors per minute and moon and 130 spare dilithium as well as a crew gain of 5 per unit. | ||
===== Bottom Line of Borg Crew Management ===== | ===== Bottom Line of Borg Crew Management ===== | ||
- | So for the early game one normal Nexus is sufficient for one Assembly Matrix producing Interceptors. Building Spheres will require to have a Nexus near a planet, to be maintainable. Once you build an Advanced Assembly Matrix, a second Nexus will practically become mandatory, unless you play with high starting values of crew. Similar | + | So for the early game one normal Nexus is sufficient for one Assembly Matrix producing Interceptors. Building Spheres will require to have a Nexus near a planet, to be maintainable. Once you build an Advanced Assembly Matrix, a second Nexus will practically become mandatory, unless you play with high starting values of crew. Similar |
===== Damage, Shield Equivalents and Unit Roles ===== | ===== Damage, Shield Equivalents and Unit Roles ===== | ||
Just keep in mind: A Sphere can inflict a damage rate of 12 per second while two Interceptors together have 16 per second. The shields are at a recuperating rate of 1.41 per second for one Interceptor and 2.81 for the Sphere (which is comparable to 2 Interceptors). What really sets them apart, is the Sphere' | Just keep in mind: A Sphere can inflict a damage rate of 12 per second while two Interceptors together have 16 per second. The shields are at a recuperating rate of 1.41 per second for one Interceptor and 2.81 for the Sphere (which is comparable to 2 Interceptors). What really sets them apart, is the Sphere' | ||
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en/games/star_trek_armada_1/economy.1649274391.txt.gz · Last modified: 2022-04-06-19-46 by 7saturn