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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}} | ||
− | + | 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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− | + | '''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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− | + | '''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. | |
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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. | |
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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. | |
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====Ramp-up factors==== | ====Ramp-up factors==== |