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Screeps math

Organizing my thoughts and ideas on math relationships in the game.

Sieging

Towers:

  • Attack effectiveness 600 hits at range ≤5 to 150 hits at range ≥20
  • Heal effectiveness 400 hits at range ≤5 to 100 hits at range ≥20
  • Repair effectiveness 800 hits at range ≤5 to 200 hits at range ≥20

RCL 3: 1 tower RCL 5: 2 towers RCL 7: 3 towers RCL 8: 6 towers

Tower tanking:

  • 50 parts = 600 dmg/pt / 12 heal/pt
  • No boosts: 13 healing parts per creep in quad, 3250 energy for healing parts per creep
  • 2x boost: 7 healing parts per creep in quad, 1750 energy for healing parts per creep
  • 3x boost: 5 healing parts per creep in quad, 1250 energy for healing parts per creep
  • 4x boost: 4 healing parts per creep in quad, 1000 energy for healing parts per creep

Creeps:

  • ATTACK 80/energy
    • Attacks another creep/structure with 30 hits per tick in a short-ranged attack.
  • RANGED_ATTACK 150/energy
    • Attacks another single creep/structure with 10 hits per tick in a long-range attack up to 3 squares long.
    • Attacks all hostile creeps/structures within 3 squares range with 1-4-10 hits (depending on the range).
  • HEAL 250/energy
    • Heals self or another creep restoring 12 hits per tick in short range or 4 hits per tick at a distance.

Max Creep energy by RCL

  1. 300 energy = 1 spawner (300 energy)
  2. 550 energy = 1 spawner (300) + 5 extensions @ 50 (250 energy)
  3. 800 = 1 spawner (300) + 10 extensions @ 50 (500)
  4. 1300 = 1 spawner (300) + 20 extensions @ 50 (1000)
  5. 1800 = 1 spawner (300) + 30 extensions @ 50 (1500)
  6. 2300 = 1 spawner (300) + 40 extensions @ 50 (2000)
  • Get 3 labs, can be used to boost healing making it 2x, 3x, and 4x more effective
  • Per tower, 25 heal parts @ 2x, 17 heal parts @ 3x, 13 heal parts @ 4x
  • Assertion: 4 (4x) or 5 (3x) heal parts per creep in a quad may be possible
  1. 5600 = 2 spawner (600) + 50 extensions @ 100 (5000)
  2. 12900 = 3 spawner (900) + 60 extensions @ 200 (12000)

Room siege assertions

  • RCL 1 can siege RCL <=2
    • Not enough energy or labs to siege a room with a tower
  • RCL 2 can siege RCL <=2
    • Not enough energy or labs to siege a room with a tower
  • RCL 3 can siege RCL <=2
    • Not enough energy or labs to siege a room with a tower
  • RCL 4 can siege RCL <=2
    • Not enough energy or labs to siege a room with a tower
  • RCL 5 can siege RCL <=2
    • Not enough energy or labs to siege a room with a tower
  • RCL 6 w/ 2x boost can siege RCL <=4
    • With >=2x boosts there is enough energy to siege a room with a tower
  • RCL 7 can siege RCL <=4
  • RCL 7 w/ 2x boost can siege RCL <=6 (not sure about this)
    • With 2x boosts (3500 energy, 14 parts)
  • RCL 7 w/ 3x boosts can siege RCL <=6
  • RCL 7 w/ 4x boosts can siege RCL <=7 (not sure about this)
  • RCL 8 can siege RCL <=6
    • Enough energy for 2 towers (26 parts, 6500 energy), but probably not for 3 towers (39 parts, 9750 energy)
  • RCL 8 w/ 2x boost can siege RCL <=8 (not sure about this)
    • With 2x, 10500 energy (36 parts) is need for 6 towers
  • RCL 8 w/ 3x boosts can siege RCL <=8
    • With 3x, 7500 energy (30 parts) is need for 6 towers
  • RCL 8 w/ 4x boosts can siege RCL <=9 (not sure about this)
    • With 4x, 6000 energy (24 parts) is need for 6 towers

Ideas

  • Rooms that are attacking (yellow alert) ensure that 4x or 3x boosts are available for spawning a quad at all times
  • Classify RCLs by attack and defense capabilities
    • Number of towers it can tank?
    • Attacker's room RCL required to break room?
  • Probably need to redo how labs are managed to ensure that all needed boosts are readily available