Closed domob1812 closed 4 years ago
Some data from @xaya: There will be nine raw material resources, which we can just call raw a
to raw i
in the GSP (with real names in the frontend). Each uses up one cargo space (m^3) per unit, and the current default vehicle has 20 m^3 cargo space.
When mining, you get 0-5 (randomly) per turn.
After #57, the only thing remaining to decide is the distribution of resources over the map.
(For the expiration time of a prospected region, we decided that the current number of 5'000 blocks is fine.)
For the resource distribution, we will have a list of "areas" where resources are found. Each area has a centre x/y coordinate and an associated resource type (data to be defined shortly). Then, in an L1 radius of 400 hexes around the centre, you get "full chance" to find that resource type. Outside of that, the chance falls off to zero at L1 radius 1,000.
If multiple areas overlap at any given coordinate, then we use the "chances" as weights for a random choice of the resource type. (E.g. if two central areas overlap, then there's a 50/50 chance of each resource.)
The amount you get will also fall off with the chance, details to be defined.
Amount to be found: Uniformly between "X" and "2X", with X in the central area:
Agarite 700 Borolium 40 Chronogen 14 DARR-4 13 Exillium 12 FORTON-D 8 Greophite 5 Helion 2 I-77E 1
Between 400 and 1,000 hexes L1 distance the X value falls off like the chance, but with 1 as minimum.
In #52, we included just some dummy resources so that we could implement and test the basic prospecting framework. For the upcoming second competition, we need to fully define the stats and specs of mine-able resources: