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 Ogame Formulas

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AuthorMessage
jganzer44
MFIC


Posts : 45
Join date : 2008-07-08
Age : 25
Location : Ohio, USA

PostSubject: Ogame Formulas   Thu Jul 10, 2008 8:32 am

Points:
You get 1 point for every 1000 resources spent on completed ships, buildings, research, and defense, with the following restrictions:

* Deuterium used in construction and research does count towards points; however deuterium spent fueling ships, powering a Sensor Phalanx, powering a Fusion Reactor, or viewing the galaxy does not.
* If you lose something through fleet attack, Interplanetary Missile attack, colony abandonment, etc. you also lose the points that you had for that something.
* Resources spent on deconstruction does NOT give you points; in fact, you lose points based on the building you deconstructed.


Other types of points

Research points

You get one research point for every research level that you complete for all technologies.

For example, if you have combustion drive level 5 and energy tech level 4, you will have 9 research points in total (so one for each level of combustion (5) and one for each level of energy (4))

Fleet points

You get one fleet point for every ship that you construct, with no matter attributed to what type of ship it is, whether it is as inexpensive as a Solar Satellite (SS) or as expensive as a Deathstar (DS).

For example, if your fleet consists of 300 SS and 2 DS, you will have 302 fleets points, just if you have 100 SS, 2000 Light Fighters and 100 Battleships, you will have 2200 fleet points


Noob Protection:
< 5.000 points: You can´t attack players with more then 500 % of your own points or less then 20 % of your own points. Those people can´t attack you either.

> 5.000 points: You can't attack anybody who has less than 20 % of your score and is under 5000 points, and they can't attack you. You can attack everybody else, and they can attack you.

> 25.000 points: You can attack everybody who has more then 5.000 points and those people can attack you too.


Planet sizes:
Position 1: average: 64, 60% between 48 and 80 fields

Position 2: average: 68, 60% between 53 and 83 fields

Position 3: average: 73, 60% between 54 and 82 fields

Position 4: average: 173, 60% between 108 and 238 fields

Position 5: average: 167, 60% between 95 and 239 fields

Position 6: average: 155, 60% between 82 and 228 fields

Position 7: average: 144, 60% between 116 and 173 fields

Position 8: average: 150, 60% between 123 and 177 fields

Position 9: average: 159, 60% between 129 and 188 fields

Position 10: average: 101, 60% between 79 and 122 fields

Position 11: average: 98, 60% between 81 and 116 fields

Position 12: average: 105, 60% between 85 and 129 fields

Position 13: average: 110, 60% between 60 and 160 fields

Position 14: average: 84, 60% between 42 and 126 fields

Position 15: average: 101, 60% between 54 and 149 fields

The field numbers are possibilities, different numbers are always possible Wink


Planet Fields:
((Planet Size in km) / 1000) ^ 2

This formula can also be used to determine a moon's maximum number of fields.


Espionage:
Number of probes to see X level of information:
X + (Y * (((your espionage technology) - (your opponent's espionage technology)) ^ 2))
If your espionage technology is higher than your opponent's, then Y is -1. If your opponent's is higher, then Y is 1, and if both are equal, Y is 0.

X = 2 for resources and ships
X = 3 for resources, ships, and defense
X = 5 for resources, ships, defense, and buildings
X = 7 for resources, ships, defense, buildings, and research

You always get resources no matter how many probes you send. If an espionage mission gets counterespionaged, the espionage report is still sent even if the espionaging fleet is destroyed.

Example:
You have espionage technology level 11, your opponent has level 12, and you want to see up to buildings when you espionage your opponent. You would send
5 + (1 * ((11 - 12) ^ 2))
5 + (1 * (1 ^ 2))
= 6 probes to get the wanted information.

Here's how many probes one should send to get up to research based on various differences of enemy espionage technology relative to yours:

* -3 Difference : 1 probe
* -2 Difference : 3 probes
* -1 Difference : 6 probes
* 0 Difference : 7 probes
* +1 Difference : 8 probes
* +2 Difference : 11 probes
* +3 Difference : 16 probes



Also, as you develop your espionage technology, you can find out more about incoming enemy fleets:
Level 2 lets you see how many ships are coming.
Level 4 also displays which types of ships are in the fleet.
Level 8 shows you how many of each ship type are in the fleet as well.


Costs:
Per Level:
INT((Base Costs) * (Cost Increase Factor) ^ (level - 1))

Cumulative:
(Base Costs) * (1 - (Cost Increase Factor) ^ level) / (1 - (Cost Increase Factor))

Note: Cumulative costs are only approximate because of the rounding used in the per level costs.

Cost Increase Factors:
Metal Mine, Deuterium Synthesizer, Solar Plant: 1.5
Crystal Mine: 1.6
Fusion Reactor: 1.8
Graviton Technology: 3
All other buildings and researches: 2

Example:
Cost to build a level 15 Metal Mine:
INT(60 * 1.5 ^ (15 - 1)) metal & INT(15 * 1.5 ^ (15 - 1)) crystal
INT(60 * 1.5 ^ 14) metal & INT(15 * 1.5 ^ 14) crystal
INT(17515.755...) metal & INT(4378.938...) crystal
= 17.515 metal & 4.378 crystal

Cumulative cost of a level 15 Metal Mine:
60 * (1 - 1.5 ^ 15) / (1 - 1.5) metal & 15 * (1 - 1.5 ^ 15) / (1 - 1.5) crystal
60 * (-436.893...) / (-0.5) metal & 15 * (-436.893...) / (-0.5) crystal
= 52.427.266 metal & 13.106.816 crystal


Production per Hour:
Metal Mine:
30 * (level) * 1.1 ^ (level) metal
Crystal Mine:
20 * (level) * 1.1 ^ (level) crystal
Deuterium Synthesizer:
10 * (level) * (1.1 ^ (level)) * (-0.002 * (max temperature) + 1.28 ) deuterium
Solar Plant:
20 * (level) * 1.1 ^ (level) energy
Fusion Reactor before v0.78a:
50 * (level) * 1.1 ^ (level) energy
Fusion Reactor after v0.78a:
30 * (level of Fusion Reactor) * (1.05 + (level of Energy Technology) * 0.01) ^ level of Fusion Reactor
Solar Satellites:
INT((max temperature / 4)) + 20 energy per satellite


Storage Capacity:
100000 + 50000 * (RoundUp(1.6 ^ level) -1)

Example:
Storage capacity of a level 12 metal storage:
100.000 + 50.000 * (RoundUp(1.6 ^ 12) - 1)
100.000 + 50.000 * (281)
= 14.150.000 metal


Hourly Consumptions:
Energy Consumption of Metal Mine:
10 * (level) * 1.1 ^ (level)
Energy Consumption of Crystal Mine:
10 * (level) * 1.1 ^ (level)
Energy Consumption of Deuterium Synthesizer:
20 * (level) * 1.1 ^ (level)
Deuterium Consumption of Fusion Reactor:
10 * (level) * 1.1 ^ (level) * (-0.002 * (max temperature) + 1.28 )
Possibly is only: 10 * (level) * 1.1 ^ (level)


Construction Time of Buildings, in hours:
((metal + crystal) / 2.500) * (1 / ((level robotic factory) + 1)) * (0.5 ^ (level nanite factory))


Construction Time of Ships and Defense, in hours:
((metal + crystal) / 5.000) * (2 / ((level shipyard) + 1)) * (0.5 ^ (level nanite factory))

Note: If converting to hours, minutes, and seconds, make sure you use INT on the seconds, since each unit's build time is never more precise than whole seconds. Also, each unit takes at least one (1) second to build.


Research Time, in hours:
(metal + crystal) / (1.000 * (1 + lab level))


Interplanetary Missiles:
Range: (Impulse Drive level) * 5 - 1 = systems the rocket can fly
Speed: 30 seconds in your system and for every system you have to fly over add 60 seconds.
You cannot send these missiles over galaxies.


Distances:
Same planet/moon/df:
5
In system:
1.000 + (5 * (Number of Planets))
Between Sytems:
2.700 + (95 * (Number of Systems))
Between Galaxies:
20.000 * (Number of Galaxies)


Deuterium Costs for Flights:
In system:
1 + ROUND[fuel * ((1 + 0.005 * (Number of planets)) / 35) * (% / 100 + 1) ^ 2]
Between Systems:
1 + ROUND[fuel * ((2.7 + 0.095 * (Number of systems)) / 35) * (% / 100 + 1) ^ 2]
Between Galaxies:
1 + ROUND[fuel * ((20 * (Number of galaxies)) / 35) * (% / 100 + 1) ^ 2]

fuel = total fuel costs of the ships

Example:
1 Large Cargo from 3:22:1 to 3:22:2 at 100 % speed
- fuel --> 50 Per LC => 1 * 50 = 50
- distance --> |1 - 2| = 1
- % = 100
1 + ROUND[50 * ((1 + 0.005 * 1) / 35) * (100 / 100 + 1) ^ 2]
1 + ROUND[50 * 0.0287142... * 4]
1 + ROUND[5.742857...]
1 + 6
= 7 deuterium

As of this writing, the author is unaware of exactly how to calculate fuel consumption for mixed fleets. http://o-calc.com is accurate about it, though.


Deuterium Costs for ACS Defends and Expeditions:
Small Cargo- 5 deut per hour
Large Cargo- 5 deut per hour
Light Fighter- 2 deut per hour
Heavy Fighter- 7 deut per hour
Cruiser- 30 deut per hour
Battleship- 50 deut per hour
Colony Ship- 100 deut per hour
Recycler- 30 deut per hour
Espionage Probe- 1/10 deut per hour
Bomber- 100 deut per hour
Solar Satellite- N/A
Destroyer- 100 deut per hour
Deathstar- 1/10 deut per hour
Battlecruiser- 25 deut per hour


Actual Ship Speed:
Actual Speed = (Base Speed) * (1 + ((Drive Level) * (Drive Bonus Factor))

Drive Bonus Factor is 0.1 if the ship is using a Combustion Drive, 0.2 if using an Impulse Drive, and 0.3 if using a Hyperspace Drive.

Example:
A Small Cargo, with Impulse Drive level 7 would have an actual speed of:
10.000 * (1 + (7 * 0.2))
10.000 * (1 + 1.4)
10.000 * 2.4
= 24.000


Flight Times, in seconds:
In System:
10 + (35.000 / % * ((1.000.000 + (number of planets) * 5.000) / speed) ^ ½)
Between Systems:
10 + (35.000 / % * ((2.700.000 + (number of systems) * 95.000) / speed) ^ ½)
Between Galaxies:
10 + (35.000 / % * (((number of galaxies) * 20.000.000) / speed) ^ ½)


Number of ships needed for X % Moonchance:
(100.000 * X) / ((metal + crystal cost of one ship) * 0.3)


Moon Destruction mission:
The percent chance to kill the moon is:
(100 - (Moonsize) ^ ½) * (number of death stars) ^ ½

The percent chance the attacking fleet is destroyed:
((Moonsize) ^ ½) / 2


Range of a Sensor Phalanx:
(level phalanx) ^ 2 - 1 systems


What a phalanx can see:

If you scan the origin planet:

* All outbound fleets except deployment mission
* Fleets returning from their mission
* All fleets recalled from their mission except deployment

The time displayed will be the total time left in the mission.

If you scan the target planet:

* All inbound fleets


What a phalanx can't see:

If you scan the target planet:

* Fleets recalled from deployment mission
* Fleets heading towards that planet's moon or debris field from elsewhere
* Fleets returning from a mission

If you scan the origin planet:

* Fleets recalled from deployment mission


How are resources captured when you attack a planet:

Please note that you can only capture up to 50 % of the overall resources on a planet.

For example,if you attack a planet which has 20.000 metal, 20.000 crystal and 10.000 deuterium, you will get be able to capture a maximum of 25.000 resources overall {(20k+20k+10+)/2}.

Now here is how each resources are captured and its called the "plunder algorithm":
1. Fill up to 1/3 of cargo capacity with metal
2. Fill up to half remaining capacity with crystal
3. The rest will be filled with deuterium
4. If there is still capacity available fill half of it with metal
5. Now fill the rest with crystal


Expeditions:
Maximum number of concurrent expeditions = INT((Level of Expedition Technology) ^ (1 / 2))
Your expedition can hold at the slot 16 for 1 hour increments up to your current level of Expedition Tech.

So, if you have level 6 Expedition Tech you would be able to send only INT(6 ^ (1 / 2)) = INT(2.449...) = 2 expeditions at the same time, and each would be able to hold for 1, 2, 3, ..., or 6 hours.
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