[OpenDeadlock Crowdsourcing Request] - Buildings Upgrades

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Tggtt
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[OpenDeadlock Crowdsourcing Request] - Buildings Upgrades

Post by Tggtt »

Dear Members,

Let me present you a riddle.

A Housing costs 50 credits and 10 labor.
An Apartment Complex costs 100 credits and 50 labor.

Without fast production, each colonist icon produces 25 labor per turn.
This means a housing can be built in 1 turn with one colonist icon. (1*25 Labor > 10 Labor)
An Apartment Complex can be build in 2 turns with one colonist icon. (2*25 Labor = 50 Labor)

To upgrade a housing to an apartment complex, it takes:
6 turns with 1 colonist icon. (6*1*25 Labor = 150 labor)
3 turns with 2 colonist icons. (3*2*25 Labor = 150 labor)
2 turns with 3 colonist icons. (2*3*25 Labor = 150 labor)
2 turns with 4 colonist icons. (2*4*25 Labor = 200 labor > 150 labor)
2 turns with 5 colonist icons. (2*5*25 Labor = 250 labor > 150 labor)

150 Labor is exactly 3 times as much Labor as required for building an Apartment Complex.

Original Deadlocks do not seem to have this value stored or reported within guides.

OpenDeadlock has its own structure for establishing the upgrade cost, which is completely moddable.
I am assuming it is 3 times as much as the labor for the target building for now.

Please tell me if you have a better idea.

Thanks in advance.
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Ubergeneral Grunt
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Re: [OpenDeadlock Crowdsourcing Request] - Buildings Upgrade

Post by Ubergeneral Grunt »

Just for completeness:
12 turns with no colonists, (12*12.5=150)?

No colonists are needed to build a housing in 1 turn, meaning that at least 10 points are generated without them (so most likely half of 25, as above).

By your math though, to upgrade a Robotic Factory to a Replication Station (250 labour):
No colonists = 12.5 labour / 750 labour = 60 turns
1 * 25 = 25 labour / 750 labour = 30 turns
2 * 25 = 50 labour / 750 labour = 15 turns
3 * 25 = 75 labour / 750 labour = 10 turns
4 * 25 = 100 labour / 750 labour = 8 turns

But from memory it should be 2 turns to upgrade with 4 colonists (1 turn with fast production), maybe the labour amount changes with each level and here it is something like:
4 * 100 = 400 labour / 750 labour = 2 turns?

If the number isn't stored, it does sound like it is inferred. Is it not stored in either DL1 or DL2? I remember some of the upgrade times in DL2 changed, but that might have just been the Factories as a result of the Robotic Factory being removed and the Automated Factory being increased in cost, so the calculation is most likely still the same.
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Ubergeneral Grunt
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Re: [OpenDeadlock Crowdsourcing Request] - Buildings Upgrade

Post by Ubergeneral Grunt »

If the labour per colonist for upgrades doubles with each level, you get this:
Factory to Automated Factory:
8 * (1 * 25) = 200 labour / (3 * 150 = 450 labour) = 3 turns

Automated Factory to Robotic Factory:
6 * (2 * 25) = 300 labour / (3 * 200 = 600 labour) = 2 turns

Robotic Factory to Replication Station:
4 * (4 * 25) = 400 labour / (3 * 250 = 750 labour) = 2 turns

Which I think matches DL1 for the latter two, but not when upgrading to an Automated Factory, so this isn't quite right either.
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Tggtt
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Re: [OpenDeadlock Crowdsourcing Request] - Buildings Upgrade

Post by Tggtt »

Thank you!
Ubergeneral Grunt wrote:Just for completeness:12 turns with no colonists, (12*12.5=150)?
I guess.
However, it upsets me because I only store integers for now, I am going to need to change.
Ubergeneral Grunt wrote:If the number isn't stored, it does sound like it is inferred. Is it not stored in either DL1 or DL2?
I don't know.
Tggtt wrote:Original Deadlocks do not seem to have this value stored or reported within guides.
I just could not find it...

In any case, OpenDeadlock stores them individually, I am going to need all "labor" for the confirmed buildings.
We already have a field for the Wiki infobox.
Please check the sample for Housing.

Notice 1: The building information is based on Deadlock 1.
Notice 2: I might remove no-colonist work (12.5 labour) from this first version. My appologies.
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