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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Culture System

crimson's picture
Submitted by crimson on Fri, 2008-03-07 12:13. SE:V MODs

Hi, I'm trying to create a culture system, similar to civilization I believe. This is the formula I'm think of using, tell me what you guys thinks. By the way "art center" is the facility name I'm using to create the culture system with.

Attacker := [((Total number of art center in the empire/Total number of planets in the empire)*2)+(Relation between the two empires/100)]*[[((Happiness in system connected by warp point*2)/100)*(Art Center in system connected by warp point/1.5)]+[((Happiness in system connected by warp point*2)/100)*(Art Center in system/1.2)]]

Owner := [(Total number of art center in the empire/Total number of planets in the empire)*10]*[[((Happiness in system connected by warp point*2)/100)*(Art Center in system connected by warp point/3)]+[((happiness in system*2)/100)*(Art Center in system/2)]+[(((planet happiness*2)/100)*Art Center on planet)+(Number of ships in system/10)+(planet happiness/150)]]

* The two total numbers are added together and put in as a max value for the random function. If the random value is above the attack player total then the planet owner would winner. But if the value is below then attack wins and gets the planet.

It's design so a player will have to actively build art center in border systems if the player wants a chance at winning over a planet. The whole process will be trigger during the event script's turn. And I'm not worried about the AI yet, but I got a good idea how to handle it. But first I need the formula setup.

‹ Balance Mod v1.14 Available! unable to extract FQM mod ›
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Re: Culture System

Submitted by Vince278 on Fri, 2008-03-07 17:27.

I'm not a Civ culture fan either.

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