Difference between revisions of "New Game Options"
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= Basic Creation Settings = | = Basic Creation Settings = | ||
== Maximum Families == | == Maximum Families == | ||
− | Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak | + | Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. '''Default: 4000''' |
The number of families will be based on the number of buildings considered "residential" (green blocks by default), and this is directly impacted by the districting map you select when creating the map. | The number of families will be based on the number of buildings considered "residential" (green blocks by default), and this is directly impacted by the districting map you select when creating the map. | ||
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== Carry Over == | == Carry Over == | ||
− | Between Time Loops, how much of the Alien's Rage carries through when you "Remember." The starting "Rage" is the average of the "Rolling Average" of "Remembers," up to the maximum. | + | Between Time Loops, how much of the Alien's Rage carries through when you "Remember." The starting "Rage" is the average of the "Rolling Average" of "Remembers," up to the maximum. |
− | '''Default: | + | '''Default: 90%''' If you set the value at more than 100%, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game. |
− | + | Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over. | |
{| class="wikitable" style="margin:auto; border: 1px solid black;" | {| class="wikitable" style="margin:auto; border: 1px solid black;" | ||
|+ Sample Effects of Different Carryovers | |+ Sample Effects of Different Carryovers | ||
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+ | |||
+ | '''Note: ''' We're considering a change where rage dissipates over time, instead of through a time jump. | ||
== Rolling Average == | == Rolling Average == |
Latest revision as of 08:12, 27 January 2023
Contents
Basic Creation Settings
Maximum Families
Specifies the maximum number of people found in buildings by identifying how many families have to be generated into the world. The higher the number, the more challenging the game will be to sneak the increased number of citizens past guards. Default: 4000
The number of families will be based on the number of buildings considered "residential" (green blocks by default), and this is directly impacted by the districting map you select when creating the map.
Time of Day
Specifies what time of day the alien lockdown starts. It occurs at 8 am the following morning, so a player gets between 8 and 32 hours of lead time. Default: 12:00am (32 hours to go)
If you start the game around midnight, most of your citizens will be home. About 4 hours after midnight and about 2 hours before midnight, your citizens can be anywhere in the city based on who they are and their schedule. In the middle of the day, all the students will be in class, and parents will be at work or out shopping, and so on.
IRQ Settings
Each action you make that influence's the alien invasion has Impact. This impact accumulates throughout the time thread, producing the alien's total Rage. At any time, the number of aliens (drones) that are dispatched is:
TotalUnits = Requested_Units ^ 1+(Rage/Quotient)
Carry Over
Between Time Loops, how much of the Alien's Rage carries through when you "Remember." The starting "Rage" is the average of the "Rolling Average" of "Remembers," up to the maximum.
Default: 90% If you set the value at more than 100%, then once the alien's rage begins, it becomes explosive. 70% is a hard game, while 90% is very challenging. These games force you to be careful in every round and carefully consider forgetting if you have a particularly disastrous time thread. Set to 0% for an easy game.
Imagine a Rage of 20 and a rolling average of 3. If you cause no additional alien rage in subsequent rounds, this is how long it takes for the rage to dissipate completely with different amounts of Carry Over.
90% | 80% | 70% | 60% | 50% | 25% | 10% | Calculation Sample |
---|---|---|---|---|---|---|---|
20 | 20 | 20 | 20 | 20 | 20 | 20 | Starting Rage |
18 | 16 | 14 | 12 | 10 | 5 | 2 | Round 1 = 90% (20) = 18 |
17 | 14 | 11 | 9 | 7 | 3 | 1 | Round 2 = 90% (20,18) = 17 |
15 | 12 | 8 | 6 | 4 | 1 | Round 3 = 90% (20,18,17) = 15 | |
14 | 10 | 6 | 4 | 2 | Round 4 = 90% (18,17,15) = 14 | ||
13 | 8 | 4 | 3 | 1 | Round 5 = 90% (17,15,14) = 13 | ||
12 | 7 | 3 | 2 | Round 6 = 90% (15,14,13) = 12 | |||
11 | 6 | 2 | 1 | Round 7 = 90% (14,13,12) = 11 | |||
10 | 5 | 1 | Round 8 = 90% (13,12,11) = 10 | ||||
9 | 4 | 1 | Round 9 = 90% (12,11,10) = 9 | ||||
8 | 3 | Round 10 = 90% (11,10,9) = 8 | |||||
7 | 2 | Round 11 = 90% (10,9,8) = 7 | |||||
6 | 2 | Round 12 = 90% (9,8,7) = 6 | |||||
5 | 1 | Round 13 = 90% (8,7,6) = 5 | |||||
4 | 1 | Round 14 = 90% (7,6,5) = 4 | |||||
4 | Round 15 = 90% (6,5,4) = 4 | ||||||
3 | Round 16 = 90% (5,4,4) = 3 | ||||||
3 | Round 17 = 90% (4,4,3) = 3 | ||||||
2 | Round 18 = 90% (4,3,3) = 2 |
Note: We're considering a change where rage dissipates over time, instead of through a time jump.
Rolling Average
Identifies how many "Remembered" time threads are averaged together to produce the alien's current rage. Default: 3
Quotient
Identifies how much the rage counts towards the alien generation. A high quotient means there is little influence. Default: 30
Real-Time Spawner
This controls the spawner whenever an alien detects you in the city.
Spawner Delay
Identifies how quickly a specific alien can request AI. This is to prevent flooding of AI into the area. Default: 50s
Alien Lifetime
Once the alien arrives at the destination, it's the number of seconds it looks before leaving to return to the portal to despawn. Default: 30s
The actual duration will be longer. It periodically decides if it's exceeded the time limit before returning to the portal to despawn.
Spawning Frequency
The speed alien AI is spawned from the portal. Default: 0.25s
Used to manage propagation rates on older hardware.