Talk:Labor Camp
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* The effective number of prisoners is x4 for the Evil Empire. This will allow more camps to be built than there are prisoners and still have them produce. Currently broken.
Just stumbled over that part and asked myself, where Magik got that from (never heard about that before) Jochen 19:52, 10 May 2007 (CEST)
* The Evil Empire camps generate an additional amount of megacredits equal to 10x the number of camps.
What about "Each camp of the Evil Empire generates an 13 megacredits (instead of 3)" ? Jochen 19:52, 10 May 2007 (CEST)
[edit] Labor Camp Mechanics
(according to a post by Magik
- Count up the number of prisoners held by the EE from all races at the base.
- Discard bot and borg
- Divide the result by 100
- If that is more than the # of camps then just use the number of camps for future calculations. Regardless, call this value vCount.
- Death rate is calculated: 1 - ((vCount / 100) * .005) where vCount is the # of camps from the result above.
- EE death rate increases by subtracting .1 from the result above.
- Limits are put on the death rate from .3 to 1.0
- Each type of prisoner for each race is run through: coloinsts, then crew, then troops, and HG.
- Dead prisoners = (1 - death rate) * prisoners + vCount.
- After everyone suffers then the cash and supplies come in.
- The original # of prisoners is used in the calculation.
- EE multiplies this # by 4.
- Then divide by 100.
- Again, this is limited by the number of camps.
- gain supplies = effective camps * .2
- gain cash = effective camps * 3
- EE gain another: effective camps * 10
