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| | | | | |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | |valign="center"| <math>ID=Rand_1-Rand_2</math> | + | |valign="center"| <math>ID = Rand [0 ; 100] - Rand [0 ; Res - 1]</math> |
| |} | | |} |
| | | |
| ;With | | ;With |
− | *<math>Rand_1</math> a random whole number between 0 and 100 included, | + | *<math>Rand</math> the function returning a random whole number between its boundaries, included, |
− | *<math>Rand_2</math> a random whole number generated between 0 and <math>Res - 1</math> included. | + | *<math>Res</math> a whole number that is incremented by having low/high resource inputs of certain types, defined below, |
| + | **The resources used to increment this value depend on the pool that has been selected. |
| In case <math>ID</math> is 0 or negative, the value will be converted back into a positive value and incremented by 2. | | In case <math>ID</math> is 0 or negative, the value will be converted back into a positive value and incremented by 2. |
| |- | | |- |
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| *Pool 1: {{Steel}} {{Bauxite}} | | *Pool 1: {{Steel}} {{Bauxite}} |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | |valign="center"| <math>Res=MAX \Bigg( \Bigg| \Bigg\lceil \frac{Steel-400}{25} \Bigg\rceil + \Bigg\lceil \frac{Baux-300}{20} \Bigg\rceil \Bigg| ; 51\Bigg)</math> | + | |valign="center"| <math>Res = MAX \Bigg( \Bigg| \Bigg\lceil \frac{Steel-400}{25} \Bigg\rceil + \Bigg\lceil \frac{Baux-300}{20} \Bigg\rceil \Bigg| ; 51\Bigg)</math> |
| |} | | |} |
| | | |
| *Pool 2: {{Ammo}} {{Steel}} | | *Pool 2: {{Ammo}} {{Steel}} |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | |valign="center"| <math>Res=MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Ammo-400 |}{25} \Bigg\rceil + \Bigg\lceil \frac{| Steel-600 |}{30} \Bigg\rceil \Bigg| ; 51\Bigg)</math> | + | |valign="center"| <math>Res = MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Ammo-400 |}{25} \Bigg\rceil + \Bigg\lceil \frac{| Steel-600 |}{30} \Bigg\rceil \Bigg| ; 51\Bigg)</math> |
| |} | | |} |
| | | |
| *Pool 3: {{Ammo}} {{Steel}} | | *Pool 3: {{Ammo}} {{Steel}} |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | |valign="center"| <math>Res=MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Ammo-200 |}{13} \Bigg\rceil + \Bigg\lceil \frac{| Steel-200 |}{20} \Bigg\rceil \Bigg| ; 51\Bigg)</math> | + | |valign="center"| <math>Res = MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Ammo-200 |}{13} \Bigg\rceil + \Bigg\lceil \frac{| Steel-200 |}{20} \Bigg\rceil \Bigg| ; 51\Bigg)</math> |
| |} | | |} |
| | | |
| *Pool 4: {{Fuel}} {{Steel}} | | *Pool 4: {{Fuel}} {{Steel}} |
| {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" | | {|style="padding:10px; margin:20px; border:1px solid orange; border-radius:10px" |
− | |valign="center"| <math>Res=MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Fuel-100 |}{10} \Bigg\rceil + \Bigg\lceil \frac{| Steel-30 |}{15} \Bigg\rceil \Bigg| ; 51\Bigg)</math> | + | |valign="center"| <math>Res = MAX \Bigg( \Bigg| \Bigg\lceil \frac{| Fuel-100 |}{10} \Bigg\rceil + \Bigg\lceil \frac{| Steel-30 |}{15} \Bigg\rceil \Bigg| ; 51\Bigg)</math> |
| |} | | |} |
| | | |
| ;With | | ;With |
− | *<math>Res</math> a number that can be incremented by having low/high resource inputs of certain types,
| + | |
− | **The resources used to increment this value depend on the pool that has been selected.
| |
| [https://tsundb.kc3.moe/construction] | | [https://tsundb.kc3.moe/construction] |
| |} | | |} |