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income multipliers

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2 years ago
Hi all,
Do I understand correctly that the team income multiplier consists of a combination of metal extraction multiplier + energy production multiplier? Also, is the difference in the AI difficulty levels a function of multiplier(s), or is there more to it?
thanks for your insights,
Stanley
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2 years ago
- ai behaves differently on different difficulty-levels
- team income multiplier is metal + energy + buildpower
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2 years ago
You're using confusing terminology. You potentially understand the concepts correctly, but using the wrong terms will confuse people.

Multipliers refer to lobby settings. If you set metalmult to 2, it means all metal extractors now produce double the preset of the map. Any metal spot that was supposed to produce 2.4 now produces 4.8.

Without messing with lobby settings, to increase income, you need to capture more mexes and/or connect mexes to grid, then add more energy to the grid. The more energy you add the more metal you produce through overdrive, but the less return per point of energy you get. Doubling your energy does not double your overdrive. Early on, it might be advisable to form a grid connecting most mexes using solars or wind gens because you produce more energy as you connect the grid. Pylons are great at expanding your grid a reasonable distance, but they do not produce any resources.

Energy produced as part of a grid is always funnelled to whichever mex gains the most metal per point of overdrive energy. The greater the base metal production value is for a mex, the more it benefits from overdrive. As you expand your grid, you may notice that some mexes use significantly less overdrive energy and some WAY more.
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Well at least you are confusing me now.
This is all about lobby-settings... How do you get to income-increase in-game?
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2 years ago
DErankkatastrophe

Perhaps I am the one who misunderstood. For some reason I read the original post as mixing up what actions increase income in game and what are the lobby settings.

After going once over, it's possible Stanley was only asking about lobby settings.

Why did you include build power as income? I think that's what threw me off.
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Because the team-income-multiplier also affects buildpower.
If you set it to 1.5 for example, all mexes (and your com) will have 1.5 times their value, all enery-structures (+com) will have 1.5 times their value and all units and buildings will have 1.5 times their buildpower. Reclaim is unaffected I think.

This is different to the general metal- and energy-multipliers that affect all parties in a game. Those do NOT affect buildpower as far as i know.
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2 years ago
Apologies for any confusion. Yes, the question is one about lobby settings, although the starting point for this question was an attempt to understand what is happening with the handicapping function during matchmaking, which I understand to be an application of the team income multiplier to the lower rated player according to an algorithm.
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2 years ago
Handicap in matchmaker:

https://zero-k.info/Forum/Post/241508#241508

Handicap is a special modifer applied to a team. All metal income, energy income, and buildpower of that team is multiplied by the handicap number. 1 is ofcourse the normal amount, numbers greater than 1 represent an increase to all stated values.
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2 years ago
I made a page for stuff like this. https://zero-k.info/mediawiki/Battle_Options#Team_X_Income_Multiplier

Maybe others will feed the wiki for other options.

Also I don't know how to manage the various navboxes. I think it should go after "Setting Up a Game".
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2 years ago
Also, AI does not get any ressource bonus depending on difficulty AFAIK. It only plays worse on a difficulty less than brutal.
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