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en:games:star_trek_armada_1:economy [2022-04-06-22-28] – [Crew] 7saturnen:games:star_trek_armada_1:economy [2024-01-07-21-03] (current) – [Deconstruction of Units] 7saturn
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 There are four kinds of resources in this game, Crew and Dilithium, Special Weapons Energy and Supply. Crew is gained by [[Starbase|starbases]], Dilithium by [[map objects#Dilithium Moon|Dilithium Moons]]. Energy for [[special weapons]] is created out of nothing but only per unit/building. Supply on the other hand is capped by the number of starbases and their extensions. Increasing it is done by using Dilithium for building new starbases or supply extensions. There are four kinds of resources in this game, Crew and Dilithium, Special Weapons Energy and Supply. Crew is gained by [[Starbase|starbases]], Dilithium by [[map objects#Dilithium Moon|Dilithium Moons]]. Energy for [[special weapons]] is created out of nothing but only per unit/building. Supply on the other hand is capped by the number of starbases and their extensions. Increasing it is done by using Dilithium for building new starbases or supply extensions.
  
-The tree resources are by default indicated by a bar of three numbers in the upper right corner of the screen:+The three resources are by default indicated by a bar of three numbers in the upper right corner of the screen:
  
 {{ :en:games:star_trek_armada_1:resource_bar.png?nolink |}} {{ :en:games:star_trek_armada_1:resource_bar.png?nolink |}}
  
 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 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 Most Basic Requirement or Maximum Gain =====+===== The Different Resources =====
 ==== Dilithium ==== ==== Dilithium ====
 Dilithium is provided by [[map objects#dilithium moon|Dilithium Moons]] and [[map objects#infinite dilithium moon|Infinite Dilithium Moons]]. It is mined by [[freighter|mining freighters]], which transport it from the moons to [[mining_stations|mining station]] in packages of 150, which is slowly unloaded at the mining station. The income is therefore semi-continuous. Dilithium is provided by [[map objects#dilithium moon|Dilithium Moons]] and [[map objects#infinite dilithium moon|Infinite Dilithium Moons]]. It is mined by [[freighter|mining freighters]], which transport it from the moons to [[mining_stations|mining station]] in packages of 150, which is slowly unloaded at the mining station. The income is therefore semi-continuous.
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 The [[Factions#Borg]] are particularly prone to run out of crew, as most of their [[units]] require a relatively large amount of crew. Building [[Nexus]] is more important when playing this faction, than for the other factions. The [[Factions#Borg]] are particularly prone to run out of crew, as most of their [[units]] require a relatively large amount of crew. Building [[Nexus]] is more important when playing this faction, than for the other factions.
 ==== Supply ==== ==== Supply ====
-Almost all [[units]] and all [[stations]] require supply to be built. Research items also use up supply when researched. Supply is not collected and spent like the other resources. It's actually the supply limit, that has to be extended over time. If the currently used amount of supply hits or exceeds the current limit of supply, then no more units, research items or stations can be obtained (except for [[freighters|dilithium freighters]], which take up no supply). If this situations arises, the player is [[en:gaming_theory:supply-blocked]]. Until he either recycles units, research items or stations, or extends the supply limit by building a [[starbase]] or an extension of a starbase, or units or stations are destroyed somehow, this situation cannot be resolved.+Almost all [[units]] and all [[stations]] require supply to be built. Research items also use up supply when researched. Supply is not collected and spent like the other resources. It's actually the supply limit, that has to be extended over time. If the currently used amount of supply hits or exceeds the current limit of supply, then no more units, research items or stations can be obtained (except for [[freighter|dilithium freighters]], which take up no supply). If this situations arises, the player is [[en:gaming_theory:supply-blocked]]. Until he either recycles units, research items or stations, or extends the supply limit by building a [[starbase]] or an extension of a starbase, or units or stations are destroyed somehow, this situation cannot be resolved.
  
 There are actually three situations, that can lead to a need for extending the supply limit: There are actually three situations, that can lead to a need for extending the supply limit:
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 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. 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 Energy ==== ==== Special Weapon Energy ====
-Most [[units]] and some [[stations]] can have [[special weapons]]. Most of those weapons require Special Weapon Energy. It follows the classic [[en:gaming_theory:mana]] concept. Each unit or station, that requires special weapon energy, has a reservoir for it. Usually the limit of it is 1000. But [[Hero Units]] may have a greater capacity. When using special weapons, the amount of special weapons energy is reduced by a value or rate specific to that special weapon. The recovering rate depends on the unit. Once the special weapon energy reaches 100% capacity of the unit or station, it is not increased any further. If the special weapon energy falls below the activation threshold or drops to 0, the special weapon(s) can not be used any more, until it is recharged enough.+Most [[units]] and some [[stations]] can have [[special weapons]]. Most of those weapons require Special Weapon Energy. It follows the classic [[en:gaming_theory:mana]] concept. Each unit or station, that requires special weapon energy, has a reservoir for it. Usually the limit of it is 1000. But [[Hero Ships]] may have a greater capacity. When using special weapons, the amount of special weapons energy is reduced by a value or rate specific to that special weapon. The recovering rate depends on the unit. Once the special weapon energy reaches 100% capacity of the unit or station, it is not increased any further. If the special weapon energy falls below the activation threshold or drops to 0, the special weapon(s) can not be used any more, until it is recharged enough
 +==== 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, all the Dilithium is returned to the players pool (except for the first Starbase, that may come by the tech tree for free, this one only returns 1'000 Dilithium). Same goes for the remaining crew. The value currently on board the station or ship is returned to the player's pool. Similarly the supply is returned, meaning the supply in use is reduced by the unit's cost. 
 + 
 +This is especially interesting, if you intend on using the beam-in mechanics to steal units, or as a Borg player, the assimilation mechanics (which is effectively the same). For a Borg player in particular, this solves a short-term lack of Dilithium very easily. The long-term problem of a lack of crew amounting from frequent assimilation will not really be solved in this fashion. It will only be mildly reduced, as beamed in crew is permanently lost. Only the few remaining crewmembers on a freshly assimilated unit will be returned to the crew pool. The rest invested cannot be returned. (This is basically why Borg have such a high demand in crew income, because one of their main offensive abilities does exactly that: destroy crew, theirs and the opponents.) The gained Dilithium on the other hand can still be used for defense stations, even when there is a strong crew shortage. 
 + 
 +However, depending on the situation, this may still be a very sensible course of action, even for the other factions. If the chosen tech tree of the match does not give you the special weapons of units for free/automatically, then a captured unit is basically a bare unit (with no special abilities) while ones own units usually do have them available. So deconstructing a unit and building new units of ones own faction can be preferable for having special weapons available. 
 + 
 +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, that the max of one starbase is 5.25 crew/sec. or 315 crew/minute that means the 2000 crew are a time equivalent of 6 minutes. 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, that the max of one starbase is 5.25 crew/sec. or 315 crew/minute that means the 2000 crew are a time equivalent of 6 minutes.
  
-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#Techtrees|techtree]] up to two Advanced Assembly Matrizes costs 2'700 crew of the 3'000 starting. Idealizing the build time to be 215 for the required buildings would only give you an additional 1128 crew which is just enough for //one// Cube.+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#Techtrees|techtree]] up to two Advanced Assembly Matrizes costs 2'700 crew of the 3'000 starting. To put it in another perspective: 2000 crew/min is a [[starbase]] equivalent of more than 6, and that [[map objects#planet]]-site. One Advanced Assembly Matrizes on the other hand can be fed crew by ca. 3-4 starbases. That is relatively maintainable. But it also shows, why [[Nexus]] are very important for [[Factions#Borg]] players. They only thing that can alleviate that crew problem is using [[Assimilator|Assimilators]], as the crew they steal is added to the main pool, if they are at full 200 or 200 crew already. But that requires more micro management and puts off building Cubes for Dilithium requirements.
  
-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 or better third 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. They tend to pile up Dilithium, which can easily be turned into supply and defense stations.
 ===== The Sphere Example ===== ===== The Sphere Example =====
 You can also go smaller, e.g. for [[sphere|Spheres]]: A Sphere costs 500 dil., 250 crew and 5 supply. The process takes 50 seconds. In 50 seconds one moon gives approx. 525 dil. So you can perfectly support one [[Assembly Matrix]] per moon producing Spheres. But again, mind the drain of the other resources. 50 seconds per Sphere also translates to 250 crew in 50 seconds, meaning 5 crew per second or 300 per minute. For a [[Nexus]] in orbit or a [[map_objects#Planets|planet]] that's OK. For only one Starbase without planet bonus it's not enough for a stable production cycle. On the long run you will crew-stall. You can also go smaller, e.g. for [[sphere|Spheres]]: A Sphere costs 500 dil., 250 crew and 5 supply. The process takes 50 seconds. In 50 seconds one moon gives approx. 525 dil. So you can perfectly support one [[Assembly Matrix]] per moon producing Spheres. But again, mind the drain of the other resources. 50 seconds per Sphere also translates to 250 crew in 50 seconds, meaning 5 crew per second or 300 per minute. For a [[Nexus]] in orbit or a [[map_objects#Planets|planet]] that's OK. For only one Starbase without planet bonus it's not enough for a stable production cycle. On the long run you will crew-stall.
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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 Considerations are in effect for the other races, too. Just not to the same extend as for Borg players.+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 considerations are in effect for the other races, too. Just not to the same extend as for Borg players.
 ===== 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's [[Regeneration]] special weapon, that let's it recharge a lot faster (up to 100% shields when using 100% special weapon energy) than the Interceptors, while the latter are //really good// at jumping away, once you have their [[Transwarp Drive]] ability. So the Interceptors are meant more as a powerful harass unit, while the Spheres are more sturdy and therefore meant for a more heads on approach. The Cube on the other hand deals a whooping 34.7 damage per second (on average) which is the top value, besides the [[super weapons]], and reloads its shields at 8.44/sec. So it's a damage equivalent of four Interceptors and a shield equivalent of 6 Interceptors. It's an all out [[battleship]]. This in turn justifies, why a Cube is a lot more expensive in terms of crew, than other units. So on the long run, Borg will tend to pile up dilithium, unless they spend it early on building more Nexus. And even then, using stationary defenses may become necessary for actually making use of the excess dilithium. They don't cost any crew but a bit of supply. So basically they only cost dilithium. 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's [[Regeneration]] special weapon, that let's it recharge a lot faster (up to 100% shields when using 100% special weapon energy) than the Interceptors, while the latter are //really good// at jumping away, once you have their [[Transwarp Drive]] ability. So the Interceptors are meant more as a powerful harass unit, while the Spheres are more sturdy and therefore meant for a more heads on approach. The Cube on the other hand deals a whooping 34.7 damage per second (on average) which is the top value, besides the [[super weapons]], and reloads its shields at 8.44/sec. So it's a damage equivalent of four Interceptors and a shield equivalent of 6 Interceptors. It's an all out [[battleship]]. This in turn justifies, why a Cube is a lot more expensive in terms of crew, than other units. So on the long run, Borg will tend to pile up dilithium, unless they spend it early on building more Nexus. And even then, using stationary defenses may become necessary for actually making use of the excess dilithium. They don't cost any crew but a bit of supply. So basically they only cost dilithium.
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en/games/star_trek_armada_1/economy.1649276907.txt.gz · Last modified: 2022-04-06-22-28 by 7saturn

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