Chapter 9: Situational
Awareness
Advanced Concepts
Might Formula
The formula used to calculate a faction's might is as follows:
* Four points for each point of population.
* Four points for each transcendent thought
* X points for each tech (sum of Explore, Discover, Build, and Conquer)
* 10 points for each secret project
* For each noncombat unit, add Cost/40
* For each psi unit, add Cost/20
* For each planet buster, add Cost/10
For combat units, add Cost/10
in a ratio of weapon strength to best weapon of any unit currently in
the game.
Scoring
Your Alpha Centauri score is calculated as follows:
1. One point for each citizen of each base.
2. If you have won a diplomatic or economic victory, score:
(a) One point for each citizen of a pact brother's base.
(b) Half a point for each citizen of any other faction's base.
3. Half a point for each citizen of a surrendered base.
4. One point for each unit of commerce your bases are receiving.
5. One point for each technology discovered.
6. Ten points for each transcendence thought advance.
7. 25 points for each secret project.
8. A victory bonus if you have won the game.
Unit Cost
When designing new units, keep in mind that units strong in three areas
will be significantly more expensive than units strong in only two. The
basic cost formula is:
Cost = Weapon * (Armor + Speed)
* 10 / (2 ^ (Reactor + 1))
* The weapon value is never
less than half the armor value.
* Noncombat units should substitute the equipment cost for a weapon value.
* Cost is halved for units with speed 1.
* Cost is halved for sea units, and armor is discounted 50 percent.
* Cost is quartered for combat air units.
* Armor cost is doubled for air units.
* Cost +25 percent for each unit of special ability cost.
* Cost +10 minerals if both the weapon and armor value is greater than
1.
* Cost +10 minerals if a land unit's weapon, armor, and speed are all
greater than 1.
* Minimum cost (Reactor * 2 - Reactor / 2) * 10 unless all values are
1.
Next:
Questions and Answers
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