Hyperdimensional Stress

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Image:Hyper Dimensional Stress.gif

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[edit] Overview

Every planet has two different stress values associated with it. The hyper dimensional stress and the Delta stress.

[edit] Delta Stress

Delta Stress, which is sometimes called Base Frequency or Hyper Dimensional Frequency, increases or decreases the hyper dimensional stress value every turn. A positive delta stress will increase the hyper dimensional stress, while a negative value will cause the hyper dimensional stress to decrease. Planets with a high delta stress will eventually reach 1000 hyper dimensional stress points, putting them in danger of exploding.

[edit] Effects of Stress

  • If this hyper dimensional stress value increases to above 1000 then the planet may spontaneously explode at the end of the turn (after Base Jobs in the Host Order), leaving behind an Asteroid Field. Every point above 1000 is one percent chance that the planet will explode. 1001=1% chance, 1050 =50%, and 1100=bye bye.
  • Hyper dimensional stress can cause the planet's climate to increase slightly.
  • Planets with a positive delta stress and a positive hyper dimensional stress value will produce minerals in the planet core every turn. More minerals are produced on planets with higher stress. The formula is as follows:
R = ((HD STRESS / 100 )^2) * delta stress
The above formula is in Tim's documentation, but my testing indicates that the real formula is closer to R = ((HD STRESS / 141 )^2) * delta stress
If that observation is correct the real formula might read: R = ((HD STRESS / 100)^2) * delta stress / 2


New Neutronium = R * 1.5
New Duranium   = R * 1.1
New Tritanium  = R * 0.8
New Molybdenum = R * 0.5

[edit] Modifying Stress

There are several ways to modify the stress of a planet.

  • The Scalar Wave Damper ship device reduces the hyper dimensional stress of the planet by 0 to 20 points and the delta stress by 8 points. Both of these values may be reduced to a negative number. The Solorians are a special case where the hyper dimensional stress of the planet will be reduced by 0 to 20 points and the delta stress can not be reduced below zero. Also, when two or more ships affect the stress below -300, the delta stress will change poles and be set to +100. This is a tip found on the Crystal page.
  • The Scalar Wave Amp ship device increases the hyper dimensional stress of the planet by 0 to 10 points and the delta stress by 5 points. The delta stress may be increased to 300 using this method.
  • The Solorian Stellar Matter Launcher increases the hyper dimensional stress of the planet by 300 points minus the number of Maelstrom Cannons in the base (max. 300) plus 0 to 200 per active Crystal X Field within the blast radius.
  • The Crystal Hyperlathe base structure will decrease the hyper dimensional stress by 1 per building.
  • The Glory Device will increase the planet's hyper dimensional stress 150 points.
  • The Solorian Solar Ragnarock Device will increase the hyper dimensional stress of the planet by 1070 points.
  • The Crystal Inferno Device on ships will reduce the hyper dimensional stress of the planet by 1 while increasing the climate of the planet by 20.
  • The Crystal Infernorator base structure will reduce the hyper dimensional stress by 1 while increasing the climate of the planet by 20.
  • The Laser Mining Drill will increase the hyper dimensional stress of the planet by 10 to 60 points.
  • The Particle Fountain will increase the hyper dimensional stress of the planet by 10 to 50 points.

[edit] The continuous pole change method

As the ore generation is ~ to HD^2 x delta a good idea is to operate in the neighborhood of HD=1000 and delta=100. One needs a lot SWD and another device to increase the HD (PF, LMD, GD or SWA). GD are great to bring the initial HD in the working region. LMDs are good to both mine the planet and bring back the HD into working region after a pole change.

A Fuel drill would make the situation perfect.

Correctly applied this method generates incredible amounts of minerals. And there is no need of complicated "optimization" of the delta.

--GFM GToeroe 23:40, 16 May 2008 (CEST)

  • Example (Centaurs)

The Centaurs have

  • Rakale (SWD)
  • Arkab (LMD)
  • Raffa (GD)

This is an almost perfect situation. The Raktale is reponsible for the continuous pole change. The Raffa brings the HD stress immediately to a high level and the Arkab counters the HD reduction of the Rakales after a pole and mines at the same time the ore.

Assume one stars with a HD = 423 and a delta = 2

To trigger a pole change delta has to greater than 300. To be sure take 301 and calculate

301 + 2 = n x 8 -> n = 303 / 8 = 37.875 

So one needs 38 Rakale to trigger the pole change. The 38th Rakale will shift the delta below -300 and then the pole change happens. This means the delta jumps to delta = 100!

The SWD of each Rakale will at the same time decrease the HD by 20 * RND. So in the mean one can expect a total decrease of 380.

The HD is then HD = 423 - 380 = 43.

As the production of minerals is proportional to (HD/100)^2 x delta / 2 one now has to wait several turns to till the HD is in a region where reasonable amounts of new ore would be generated.

To speed up the generation of new ore one now can either let several Arkab LMDs work or let some Raffas explode in the neighborhood. Each LMD increases the HD by 10 + 50 x RND.

Due to the high number of 38 SWD the expectated HD of HD = 43 is quiete sure. So the we calculate

1000 - 43 = 957 and then 957 / 60 = 15.95. So if there is enough ore for 15 LMD you can let them mine to increase the HD at the same time.

If there is not enough ore then one can let explode 6 Raffas to bring the HD back to HD = 43 + 900 = 943.

Now we have delta = 100 and HD = 943 - > R = 4446.245

-> 6669 new neu -> 5335 new dur -> 3557 new tri -> 2223 new mol

(next turn)

As now the delta is 100 we need (301 + 100 ) / 8 = 50.125 -> 51 Rakales to trigger a pole change again. And they decrease the HD by 51*10 = 510 back to 433.

But now we can let work ~ 11 LMD which change the HD back to 433 + 11*30 = 763. This gives one or two turns time to let the delta = 100 work till the next pole change event.

--GFM GToeroe 14:19, 17 May 2008 (CEST)

[edit] Details

If one wants to trigger a pole change then the following equation has to be true

  • Number of scalar wave dampers(SWD) > (300 + delta) / 8

Ensure that the delta will not end up exactly at 300. It has to be greater than 300

  • Mean and standard deviatzion of the total effect of n independent random effects Z := X1 + X2 + ... + Xn all acting like Xi = a + b * RND (a>=0, b>0)
    • Mean m:= n * (a + b/2)
    • Standard deviation s:= 1/2 SQR(n/3) * b
  • A thumb of rule is that almost all outcomes will smaller than m + 3*s and greater than m - 3*s.
  • How to use it:
    • If one activates the 51 SWD to let the delta bounced back to +100 the same turn then 51 times the HD is decreased by a random value from 0 to 20. Hence take 51 * 10 - 3 * 1/2 * SQR(51/3) * 20 ~ 386 as HD reduction effect. Only in ~one of 1000 outcomes a smaller value is observed.
    • To compensate this by a certain number of LMD set 386 = 35n + 75 * SQR(n/3) and solve the equation for n: 105 z^2 + 75 z - 386 = 0 (z = SQR(n/3)) -> n = 7.6
    • So you should be allowed to use 8 LMDs to counter the effect of 51 SWDs the same turn without returning back to a HD level greater than that before the SWDs have started.
    • If one still ends up with a HD stress level sufficiently below 1000 then one can apply 105 z^2 + 75 z - (1000-HD) = 0 again.
    • These calculation here generally hold for the sum of a + b *RND effects. So can apply it for example to calculate the correct number of boarding laser events to inflict a certain desired hull damage.
    • A more exactly consideration should handle the SWD and LMD in a joint effect at once.

--GFM GToeroe 18:09, 26 May 2008 (CEST)

[edit] See also

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