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{{math|big=0|P {{=}} (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R}}
 
{{math|big=0|P {{=}} (( C × 42 ) + ( iW ÷ 100 ) + ( bW ÷ 200 )) × ( sR × lR ) × D × T × R}}
  
{| {{STDT| c_01 text-left}}
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Where '''C''' is the number of colonists that your base has; '''iW''' is the base's item wealth; '''bW''' is the base's building wealth; '''sR''' is the short-term ramp-up factor; '''lR''' is the long-term ramp-up factor; '''D''' is the difficulty's threat scale factor (i.e. points multiplier); '''T''' is based on the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced; and '''R''' is based on the strategy that the raiders are using.
|-
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! Variable !! Meaning !! Value
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'''C''', '''iW''', and '''bW''' can be checked under the 'History' tab. Colonists are always worth 42 points, regardless of if they're a peg-legged, pacifistic grandma; or a level 20 trigger-happy, bionic, CED (combat enhancing drug) junkie.
|-
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! C  
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'''D''''s value is 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.
number of colonists that your base has ||  Colonists are always worth 42 points, regardless of their condition
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|-
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'''T''''s value is 0.5 for 1; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second ever big threat, and so on.
! iW  
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| base's item wealth || can be checked under the 'History' tab
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'''R''''s value is 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.
|-
 
! bW
 
| base's building wealth || can be checked under the 'History' tab
 
|-
 
! sR
 
| short-term ramp-up factor || Check below
 
|-
 
! lR
 
| long-term ramp-up factor || Check below
 
|-
 
! D
 
| difficulty's threat scale factor (i.e. points multiplier) || 0.05 on peaceful; 0.1 on base builder; 0.35 on some challenge; 0.65 on rough; 1 on intense; and 1.3 on extreme.
 
|-
 
! T  
 
| the number of big threats (i.e. raids, manhunter packs, mechanoid ship parts, and psychic waves) that your faction has experienced || 0.5 for 1 big threat; 0.7 for 2; 0.8 for 3; 0.9 for 4; and 1 for 5 and greater. Simplified, '''T''''s value will be 0.5 for your faction's second-ever big threat, and so on.
 
|-
 
! R  
 
| the strategy that the raiders are using || 1 for waiting and then attacking; 0.9 for immediate attacks; 0.85 for 'smart' attacks; 0.8 for sapper attacks; and 0.6 for sieges. For raids involving chased refugees it is 1.35.
 
|}
 
  
 
====Ramp-up factors====
 
====Ramp-up factors====

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