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Document on the decompilation of MULE - v0.40 - 13/02/2006

The version of MULE which is used as a basis for this document comes from a dump of the play for the system Atari 800 with the format ATR whose checksum is F76D2896.

  • Beginning of the play
  • Course of the play
  • End of the play
  • Glossary
  • Appendix
  1. Beginning of the play

    • Initialization of the play
    • Landing of the colonial vessel
    • Posting of the score
    • Takeoff of the colonial vessel
    1. Initialization of the play

      1. Initialization of the chart

        The chart is divided into 5 lines of 9 columns, adding up 45 grounds. The site of the river and the blind is fixed, but that of the mountains and the deposits of Crystite is drawn by chance.

        1. Placement of the deposits of Crystite

          4 deposits of Crystite of quality 3 (High) are drawn in a distinct way by chance among the 45 grounds. A deposit can thus be located on a plain, a mountain, the river or the blind. Each deposit is then wide in the following way out of star:

            1.121
           
          12321
           121
            1
          

          If the extension of a deposit overlaps some another, then the highest values are kept:

            1
           1211
          123221
           122321
            1121
              1
          

          A deposit of Crystite of quality 4 (Very High) appears only during the fall of a meteorite.

        2. Placement of the mountains

          The following rules are complied with for the distribution of the mountains:

          • Each chart has 20 mountains divided into 8 groups.
          • Each line has 4 mountains.
          • There are 2 groups per line, each one located of with dimensions of the river.
          • A group has 1 at least mountain, to the maximum 3 mountains.

          To include/understand the algorithm of distribution of the mountains, it is necessary to divide each line into 4 line spaces. The chart having 5 lines, there are thus 20 line spaces on the whole. The following diagram shows the division of the chart in lines and line spaces:

          Map Division

          The distribution of the mountains on a line is as follows:

          • Two boxes are drawn randomly on the treated line, one on the left, the other on the right of the river.
          • On each of the 4 leads of the treated line, a mountain is placed by chance either on the box of left, or on the box of right-hand side. If to a given moment, a mountain must be added on a box which has already 3 mountains, it is added on the other box.

          With final, we obtain a line with two groups of mountains: one on the left, the other on the right of the river and having each one between 1 to 3 mountains (for a total of 4 mountains, each one on a lead). This process is applied for all 5 line.

          To calculate the number of distinct charts, without taking into account the configurations which are different visually and which give the same productions, one starts by enumerating the possible configurations of a line on with dimensions:

          • with 1 mountain: 4 configurations
          • with 2 mountains: 4 configurations
          • with 3 mountains: 4 configurations

          The number of configurations different for totality from a line is:

          • with 1 mountain on the left, 3 mountains on the right: 16 configurations
          • with 2 mountains on the left, 2 mountains on the right: 16 configurations
          • with 3 mountains on the left, 1 mountain on the right: 16 configurations

          That is to say 16+16+16=48 configurations for a line.

          That gives us for all 5 line 48^5 = 254.803.968 different configurations (attention, each configuration has a probability of different obtaining).

          If one also takes into account the configurations which give the same productions but which are visually different:

          • with 1 mountain on the left, 3 mountains on the right: 64 configurations
          • with 2 mountains on the left, 2 mountains on the right: 96 configurations
          • with 3 mountains on the left, 1 mountain on the right: 64 configurations

          That is to say 64+96+64=224 for a line.

          That gives us for all 5 line 224^5 = 563.949.338 624 visually different configurations (attention, each configuration has a probability of different obtaining).

        3. The chart of Crystite known by the computers

          All 45 box is of the chart of known Crystite initialized in an unknown state “?”:

          ?????????
          ?????????
          ?????????
          ?????????
          ?????????
          

          That means that the computers do not know the presence or the absence of Crystite on the grounds. The chart will be supplemented during the play at the time of the various events (Assay, phase of production and fall of meteorite) then updated with potential values deduced starting from the values already present (Deduction of Crystite).

          This chart does not specify if the value is an actual value given by Assay or a theoretical value obtained following a deduction.

      2. Initialization of the blind

        1. Quantity of the goods

          Food 8 *
          Energy 8 *
          Smithore 8
          Crystite 0
          Mule 14

          * On the Beginner level, the quantity of Food and Energy is doubled (16 units).

        2. The price of the goods

          Food 25$
          Energy 25$
          Smithore 50$
          Crystite 100$
          Mule 100$
        3. The price of the equipment

          Food 25$
          Energy 50$
          Smithore 75$
          Crystite 100$
      3. Initialization of the players

        1. Goods

            Food Energy
          Beginner 8 4
          Standard 4 2
          Tournament 4 2
        2. Money

          • The human players start with a function amount of their race:

            Race Cash
            Flapper 1600$
            Human 600$
            Others 1000$
          • The computers start with a function amount of the level:

            Level Cash
            Beginner 1000$
            Standard 1000$
            Tournament 1200$
  2. Course of the play

    1. A number of rounds

      Beginner 6
      Standard 12
      Tournament 12
    2. Unfolding of the round

      1. Initialization of the round

        At the beginning of each round, the following actions are carried out:

        • deduction of Crystite
        • if the level is Beginner, the number of units of Smithore of the Blind is initialized to zero
        • if the level is Beginner, the number of mules of the Blind is initialized to 25
        • the number of the round is incremented

        Etant given that on the Beginner level, the number of mules is re-initialized with each round, the price of Smithore remains constant to 50$.

      2. Selection of the ground

        1. AI

          Initially, the chart of the quality of the grounds is calculated for each computer. Before the selection does not start, the chart of the quality of the grounds is calculated for each computer. Then each computer chooses best the ground among its chart. As long as at least 2 computers chose the same ground and that there is more than 4 grounds of free, then that being classified best chooses another of them.

          A computer simulates clicks it as soon as the cursor lands on the beforehand selected ground.

          If several players (human or computers) click simultaneously to choose a ground, then it is given to that which is the least best classified.

          If a player selects a ground chooses by the computer, this one chooses another of them among its chart starting from the following site.

        2. The speed of the cursor

          The cursor moves at 1 box by CTU.

          When a ground is chosen, a pause of 4 CTU is made.

      3. A number of grounds put on sale by the colony

        On the Beginner level, no bidding by the colony is made.

        To know the number of grounds put on sale by the colony, binomial around value 1 and of amplitude 1 for the Standard level and of amplitude 2 for the Tournament level is used. That gives the following probabilities:

        Standard
        Dirty stud for Probability
        0 16.168%
        1 67.664%
        2 16.063%
        3 0.105%
        Tournament
        Dirty stud for Probability
        0 31.126%
        1 37.748%
        2 24.303%
        3 6.248%
        4 0.562%
        5 0.013%

        The number of grounds on sale is then reached a maximum by the number of grounds still available.

      4. Series of ground bidding of the players or the colony

        ToDo: AI

        Two types of series of bidding take place, in the following order:

        • A series of ground sales by the players: it is consisted of the grounds consecutively put on sale by the players at the preceding round.
        • A series of ground sales by the colony: it consists of by chance selected free grounds.

        The principle remains the same one in both cases.

        The increment of the bidding is 4$ per pixel and the serviceable time is of 70 ATU

        For each bidding of the series:

        • Each computer calculates the quality of the ground on sale (by taking of account the number of remaining turn).
        • Selling price at the beginning of the bidding:
          • If it is the first bidding of the play, the selling price is fixed at 160$.
          • If it is the first bidding of the series, then the selling price is equal to the selling price calculated at the oddment of preceding bidding withdraws of 60$.
          • If it is not the first bidding of the series, then the selling price is equal to the selling price of the preceding bidding withdraws of 60$.
        • Purchase price at the end of the bidding:
          • If there is a purchaser, it is equal to the purchase price of the player (= high bid)
          • If not, it is equal to the price selling divided by 2 and added with 52$ (= bid start/2 + 52$).
        • The series of bidding is stopped when all the grounds are sold (or when a ground did not find of purchaser if it is a bidding of the colony).

        Finally, the price of the first sale of the next series of bidding is calculated. It is equal to the average of the purchases (with or without purchaser) of the series of bidding which has just finished.

      5. Unfolding of the turns

        1. Order of the turns

          The players play in the order of the classification, except if it remains less than 8 mules in the blind.

        2. event of the turn

          There is a probability of 27.5% that an event occurs at the beginning of the turn of a player.

          An event among 22 what exists is drawn randomly by holding account from the following conditions (if the event does not answer all the conditions, another is by chance selected):

          • The same event occurs only only once by play.
          • A good event can never arrive to the first player of the classification.
          • A bad event can never arrive at the 2 last player of the classification.
          • Certain events require a particular condition (to have at least an exploitation for example).

          If no event can answer all the conditions, then there will be no event for the turn of this player.

          After the choice of the valid event, a rule checks if the player has 0 Food and is not first. If such is the case, then the event is automatically changed by the first of the list.

          In the table of the events, 3 variables are used:

          • m represents the multiplicative factor depend on the round (given by the table below)
          • X is a multiplicative factor suitable for the event (its force)
          • y is a multiplicative factor specific to the player (the number of elements concerned)

          The multiplicative factor m is equal to 25 * (round/4 + 1). Its value is worth, according to the round:

          Round 1 2 3 4 5 6 7 8 9 10 11 12
          m 25 25 25 50 50 50 50 75 75 75 75 100

          Table of the events:

            Type X Condition Event
          Good       YOU JUST RECEIVED A RELATIVE PACKAGE FROM YOUR HOME-WORLD CONTAINING 3 FOOD AND 2 ENERGY UNITS.
          The player gains 3 units of Food and 2d' Energy.
                WITH WANDERING SPACE TRAVELER REPAID YOUR HOSPITALITY BY LEAVING TWO BARS OF SMITHORE.
          The player gains 2 units of Smithore.
          With 2 At least 1 exploitation YOUR MULE WAS JUDGED “BEST BUILT” AT THE COLONY FAIR. YOU WON $?.
          The player gains 2 * m $
          With 4 At least 1 exploitation YOUR MULE WON THE COLONY TAP-DANCING CONTEST. YOU COLLECTED $?.
          The player gains 4 * m $
          B 2 At least 1 exploitation of Food THE COLONY COUNCIL FOR AGRICULTURE AWARDED YOU $? FOR EACH FOOD STUD YOU CUTS DEVELOPED. TOTAL THE GRANT IS $?.
          The player gains 2 * m * y $
          With 4   THE COLONY AWARDED YOU $? FOR STOPPING THE WART WORM INFESTATION.
          The player gains 4 * m $
          With 8   THE ANCIENT MUSEUM BOUGHT YOUR PERSONAL COMPUTER FOR $?.
          The player gains 8 * m $
          With 2   YOU WON THE COLONY SWAMP EEL EATING CONTEST AND COLLECTED $?. (YUCK!)
          The player gains 2 * m $
          With 3   WITH CHARITY FROM YOUR HOME-WORLD TOOK PITY ONE YOU AND FEELS $?.
          The player gains 3 * m $
          With 6   YOUR OFFWORLD INVESTMENTS IN ARTIFICIAL DUMBNESS PAID $? IN DIVIDENDS.
          The player gains 6 * m $
          With 4   WITH DISTANT RELATIVE DIED AND LEFT YOU A VAST FORTUNE. AFTER TAXES YOU ONLY GOT $ DRANK?.
          The player gains 4 * m $
          With 2   YOU FOUND A DEAD MOOSE RAT AND SOLD THE HIDE FOR $?.
          The player gains 2 * m $
              At least 1 free Land YOU RECEIVED YEAR EXTRA STUD OF LAND TO ENCOURAGES COLONY DEVELOPMENT.
          The player gains a drawn free ground randomly.
          Bad       MISCHIEVOUS GLAC-ELVES BROKE INTO YOUR STORAGE SAW-TOOTH AND STOLE HALF YOUR FOOD.
          The player loses half of his units of Food.
          With 3 At least 1 exploitation ONE OF YOUR MULES LOST A BOLT. REPAIRS COST YOU $?.
          The player loses 3 * m $
          B 2 At least 1 exploitation of Smithore gold Crystite DOES YOUR MINING MULES CUT DETERIORATED FROM HEAVY USES AND COST $? EACH TO REPAIR. TOTAL THE COST IS $?.
          The player loses 2 * m * y $
          B 1 At least 1 exploitation of Energy THE SOLAR COLLECTORS ONE YOUR ENERGY MULES ARE DIRTY. CLEANING COST YOU $? TOTAL EACH FOR A OF $?.
          The player loses 1 * m * y $
          With 6   YOUR SPACE GYPSY INLAWS MADE A MESS OF THE TOWN. IT COST YOU $? TO CLEAN IT UP.
          The player loses 6 * m $
          With 4   FLYING CAT-BUGS ATE THE ROOF OFF YOUR HOUSE. REPAIRS COST $?.
          The player loses 4 * m $
          With 4   YOU LOST $? BETTING ONE THE TWO-LEGGED KAZINGA RACES.
          The player loses 4 * m $
          With 4   YOUR CHILD WAS BITTEN BY A BEATS LIZARD AND THE HOSPITAL BILL COST YOU $?.
          The player loses 4 * m $
              At least 1 stud YOU LOST A STUD OF LAND BECAUSE THE CLAIM WAS NOT RECORDED.
          The player loses the first ground on the basis of the end.

          The detail exact of the formula which gives the gained or lost amount is as follows:

          • For the events of the type a:

            X * 25 * (round/4 + 1) = X * m, with X the eigenvalue with the event.

          • For the events of the type b:

            X * 25 * (round/4 + 1) * y = X * m * y, with there the number of elements concerned with the event.

        3. Serviceable time for the turn

          Initially, the serviceable time to the player to make his turn is of 91 PTU (42.47s).

          A ratio is calculated to know if the player is in lack of Food compared to the quantity necessary for the round:

          ratio = a number of units of Food of the player/a number of units necessary for the round

          If the ratio is lower than 1, then the player is in lack of food. In this case, the serviceable time is multiplied by this ratio.

          Finally, 10 PTU (4.67s) are added to the serviceable time.

          The quantity of serviceable time is thus equal to:

          • 101 PTU (47.13s), if the player has sufficient Food
          • 10 + 91 * ratio PTU] 4.67s; 47.13s [, if the player is in lack of Food
          • 10 PTU (4.67s), if the player does not have any Food
        4. Positioning of the player on the piece

          To interact with a piece (Assay, to place a mule,…), the player must be not only placed inside the piece but especially between invisible limits. The limits (in red) not to exceed are as follows:

          • If one considers Player Missile in his entirety:

            Stud

          • If one considers the apparent part of Player Missile (valid only for Bonzoid):

            Stud

          The position of the mule, before its association with the piece, does not have any importance. Only the position of the player is concerned.

        5. AI for the turn of the computer

          The turn of the computer is composed of 3 phases:

          • Phase 1: Placement of the exploitations
          • Phase 2: Assay
          • Phase 3: Gambling
          1. Phase 1: Placement of the exploitations

            • calculation of the quality of the goods on 2 rounds
            • the choice of best the exploitation on the best portions out,
              for each piece of the player on the basis of the end:
              • if time remaining is lower than 35 PTU (< 16.33s), following phase
              • if the piece does not have exploitation
                • if the blind does not have any mule, portions out following
                • if the player does not have enough money to buy a mule, portions out following
                • purchase of the mule
                • initialization of the quality of the current exploitation with 0
              • if the piece has an exploitation
                • calculation of the quality of the current exploitation (Standard B)
              • initialization of the profit with 0
              • the calculation of the quality of best the exploitation for this piece (Standard B)
              • if the type of best the exploitation is of of the same type as the current exploitation, portions out following
              • calculation of the profit enters the quality of best the exploitation and the current exploitation
              • if the profit is lower than 3, following piece
              • if the profit is not the best currently not memorized, following piece
              • if the player does not have sufficient money to buy Outfit, portions out following
              • memorizing of this best choice: portions out, exploitation and profit
              • following piece
            • if the profit is null, following phase
            • purchase of Outfit for the memorized exploitation
            • placement of the mule on the memorized piece
            • reduction the time of 25 + distance * 4 PTU

            Comparison of time used to pose an exploitation enters human and a computer:

            • Computer:
              • Purchase of a Mule and Outfit: 25 PTU (11.67s)
              • Placement of the mule: 4 to 20 PTU (1.87s with 9.33s) return ticket
              • Total time from 29 to 45 PTU (13.53s with 21s)
            • Human:
              • Purchase of a Mule and Outfit: ~22 PTU (~10.27s)
              • Placement of the mule: ~4 with ~22 PTU (~1.87s with ~10.27s) return ticket
              • Total time of ~26 with ~44 PTU (~12.13s with ~20.53s)

            Noted:

            • the duration of placement is comparable with that of human
            • the same duration is used if the piece has already an exploitation or not
            • a maximum of 3 placements is realizable
          2. Phase 2: Assay

            • if the level is Beginner or Standard, following phase
            • if the number of Crystite High known is higher than 2, following phase

            The phase is divided into 2 stages:

            • Stage 1: its own grounds

              • for each piece of the player on the basis of the end (other that river)

                • if time remaining is lower than 22 PTU (< 10.27s), following phase
                • if Crystite of the piece known (Assay) or is supposed (deduction), following piece
                • probability of 87.5% of passing to the following piece
                • Assay
                • deduction of known Crystite
                • reduction the time of 10 + distance * 4 PTU
            • Stage 2: its own grounds

              This stage is identical to the first, with the difference which the free grounds are traversed instead of the exploitations of the player.

            Comparison of time used to make Assay enters human and a computer:

            • Computer:
              • Assay: 10 PTU (4.67s)
              • Displacement: 4 to 20 PTU (1.87s with 9.33s) return ticket
              • Total time from 14 to 30 PTU (6.53s with 14s)
            • Human:
              • Assay: ~5 PTU (~2.33s)
              • Displacement: ~4 with ~22 PTU (~1.87s with ~10.27s) return ticket
              • Total time of ~9 with ~27 PTU (~4.2s with ~12.6s)

            human is slightly faster

          3. Phase 3: Gambling

            The computer has time to go to the Pub if remaining time is equal to or higher than 3 PTU (>= 1.4s).

        6. Gambling

          The amount gained by Gambling is given by the formula:

          no-claims bonus of the round + random number limited by [0; time remaining * 2 [

          • No-claims bonus of the round:

            Round 1 2 3 4 5 6 7 8 9 10 11 12
            Cash 50 50 50 100 100 100 100 150 150 150 150 200
          • Random number ranging between 0$ (included) and time remaining in PTU multiplied by 2 (excluded)

            Some rounded figures of the maximum profit of the random number compared to remaining time:

            Remaining time Maximum profit
            Totality of time 200$
            Three Quarter of time 150$
            Half of time 100$
            Quarter of time 50$

          The maximum total amount is reached a maximum by 250$.

          Example:

          Round # 3, it remains one the third of time. The gained amount will be a random number between 50$ and 115$ (50$ + random (101/3 * 2))

        7. Wrestling the Wampus

          Wampus is a mysterious creature hidden in the mountains.

          Wampus

          1. How to catch Wampus

            Wampus appears on the screen in the form of a point of color on one of the 20 mountains.

            This color depends on the level of the play, much more visible in Beginner:

            Level Beginner Standard Tournament
            Wampus Color Beginner Wampus Color Standard Wampus Color Tournament Wampus Color

            It is only seizable when:

            • the point is visible
            • the player is with the exact position (there is only one)

            The position of the player is given by the green pixel. It must be as follows:

            • The driving position (red band) is located at 4 pixels in lower part the position driving of the player (green pixel):

              Vertical Player Position
            • According to the horizontal position of Wampus, two situations can arrive. In both cases, the horizontal position (red band) is located on the left of the player (green pixel):

              Vertical Player Position Vertical Player Position
          2. Duration before the appearance of Wampus

            Wampus starts to appear only after one certain Tw duration, expressed in unit of time of player (PTU). This duration is proportional to Your.

            Your is the latency before the turn of the player (“PRESS YOUR STICK SHORT PROP TO START” or “PRESS ANY STICK SHORT PROP TO START”) event included and expressed in BTU.

            Thus, if the player wait 10 seconds before clicking, then Your = 10/(1/15) = 150 BTU (10s).

            The maximum value of Your is of 255 BTU (17s).

            If an event occurs, Your is decreased by 100 BTU (6.7s). The maximum value of Your is then 155 BTU (10.3s).

            The Tw duration expressed in PTU before the appearance of Wampus equal to Your is divided by 4.

            Example 1:

            • the player plays with Flapper out of Standard. 1 PTU = 7+2 BTU = 0.6S
            • the player waits 3 seconds before clicking (no event). Your = 3/(1/15) = 45 BTU. Tw = 45/4 = 11 PTU = 11 * 0.6s = 6.6s

            Example 2:

            • the player plays with Human in Tournament. 1 PTU = 7-2 BTU = 0.33S
            • the player waits 5.4 seconds before clicking (no event). Your = 5.4/(1/15) = 81 BTU. Tw = 81/4 = 20 PTU = 20 * 0.33s = 6.6s

            One realizes with these 2 examples that Wampus starts to appear at the same time. That can paraitre astonishing because Flapper waits less longer before clicking than Human. It is in fact completely normal:

            • Wampus appears after 11 PTU for Flapper and 20 PTU for Human.
            • The PTU does not have the same duration for the 2 players: 0.6s for Flapper and 0.33s for Human. Time thus decreases more quickly for Human than for Flapper.
            • The flapper has much more time to play (101 PTU = 60.6s) that Human (101 PTU = 33.67s). By looking at the time report/ratio of appearance/serviceable time, Human is thus penalized more than Flapper.

            Without event, Your is limited by 255 BTU, Tw is thus worth to the maximum 255/4 = 63 PTU (29.4s), which is rather important.

            With event, Your is limited by 155 BTU, Tw is thus worth to the maximum 155/4 = 38 PTU (17.73s).

            In conclusion, to have maximum of time to catch Wampus (and thus that it appears as soon as possible), it is necessary to click most quickly as soon as it is its turn. If an event occurs, there is then 6.7s for the lira (ouch!), and nothing is used for to support more early.

          3. Displacement of Wampus

            The behavior of Wampus alternates between 2 phases:

            • a visible phase:

              It lasts between 1 to 4 PTU (0.47s with 1.87s).

            • a hidden phase which can have 2 of the same behaviors probability (50%):

              • Case n°1: Wampus remains at the same place, the phase lasts then between 4 to 7 PTU (1.87s with 3.27s).
              • Case n°2: Wampus moves by chance on a mountain (possibly the same one), the phase lasts then 2 PTU (0.93s).

            Therefore, if Wampus did not reappear before 2 PTU (0.93s), then it will not move of mountain (case n°1).

            Caution! If the player is located on any mountain (in collision), during the appearance of Wampus, it passes by again automatically in hidden phase.

            Wampus is never visible when the player draws a Mule.

          4. Reward for Wampus

            If the player successful to catch it during his turn, it gains a sum dependant on the round:

            Round 1 2 3 4 5 6 7 8 9 10 11 12
            Cash 100 100 100 200 200 200 200 300 300 300 300 400

            Wampus can be caught only only once by turn for each player.

      6. Production of the exploitations

        The production of the exploitations is made by integrating the malus of the lack of energy.

      7. event of the round

        If it is the last round of the play, the event of the round is the return of the colonial vessel. If not, a random event is in the following way selected.

        1. Probabilities of the event of the round

          Each event can occur only one certain number of maximum time per part:

          Event Max per game
          Pest Attack 3
          Ship pirate 2
          Acid Rain Storm 3
          Planetquake 3
          Sunspot Activity 3
          Strike meteorite 2
          Radiation 2
          Fire in Blind 2

          The probability that an event occurs is equal to the number of times that the event can still occur, divided by the total number of event which can arrive.

          Example 1: Initially with round # 1

          Event # of time the event may occurs
          until the end of the game
          Probability Bore
          Pest Attack 3 3/20 15%
          Ship pirate 2 2/20 10%
          Acid Rain Storm 3 3/20 15%
          Planetquake 3 3/20 15%
          Sunspot Activity 3 3/20 15%
          Strike meteorite 2 2/20 10%
          Radiation 2 2/20 10%
          Fire in Blind 2 2/20 10%
          Total 20 20/20 100%

          Example 2: Round # 3 (the event Acid Rain Storm and Meteorite Strike arrived at round # 1 and # 2)

          Event # of time the event may occurs
          until the end of the game
          Probability Bore
          Pest Attack 3 3/18 16.67%
          Ship pirate 2 2/18 11.11%
          Acid Rain Storm 2 2/18 11.11%
          Planetquake 3 3/18 16.67%
          Sunspot Activity 3 3/18 16.67%
          Strike meteorite 1 1/18 5.55%
          Radiation 2 2/18 11.11%
          Fire in Blind 2 2/18 11.11%
          Total 18 18/18 100%

          One can calculate some exact probabilities:

          Event Never occurs Occurs 1x Occurs 2x Occurs 3x Occurs At least 1x
          Pest Attack, Acid Rain Storm,
          Planetquake, Sunspot Activity
          7.37% 34.74% 43.42% 14.47% 92.63%
          Ship pirate, Strike Meteorite,
          Radiation, Fire in Blind
          18.95% 52.10% 28.95% 0% 81.05%
        2. Effects of the events of the round

          The resolution of the event of the round is carried out after the phase of production of the grounds, even if if visually certain events appear before the phase of production (Acid Rain Storm, Sunspot Activity, Earthquake,…).

          The effects of each event on the play are as follows:

          Event Description
          Pest Attack

          A random piece of Food pertaining to the one of the first two players of the classification and having produced at least 1 unit of Food is selected. It loses the totality of its production of Food.

          Ship pirate

          If the level is Beginner or Standard:

          • the blind loses the totality of its units of Smithore
          • the players lose the totality of their units of Smithore
          • the players lose the totality of their production of Smithore

          If the level is Tournament:

          • the players lose the totality of their units of Crystite
          • the players lose the totality of their production of Crystite
          Acid Rain Storm

          A random line where the storm will pass is drawn randomly.

          For each piece located under the cloud:

          • if it is a piece of Food, it gains 4 manufacturing units
          • if it is a piece of Energy, it loses 2 manufacturing units

          For each piece located apart from the cloud:

          • if it is a piece of Food, it gains 1 manufacturing unit
          • if it is a piece of Energy, it loses 1 manufacturing unit

          The production of the pieces is limited by [0; 8].

          Planetquake

          This event has 2 reflected: the possible displacement of a mountain and the fall of the mining production:

          • The displacement of a mountain has a random probability of 50% to arrive. A mountain is randomly selected among columns 2, 3, 7 and 8. The mountain is then moved by chance towards the adjacent ground of left or right-hand side. The exploitation of the 2 grounds concerned is lost like their production.
          • All the pieces of Smithore and Crystite lose half of their production.
          Sunspot Activity

          All the pieces of Energy gain 3 manufacturing units (reached a maximum by 8).

          Strike meteorite

          A meteor falls on a random ground (other that the river and the blind) and whose quality in Crystite is None, Low or Medium (Never of meteor on High or Very High). The quality of the ground in Crystite becomes Very High and the chart of known Crystite is updated. If an exploitation is on the ground, it is lost, like its production.

          Radiation

          A random exploitation belonging to the one of the first two players of the classification is lost with the totality of its production.

          Fire in Blind

          The blind loses the totality of its units of Food, Energy and Smithore.

      8. Calculation of the new real price of the goods

        The real price of the goods is updated while carrying out:

        • variation of the price of Food
        • variation of the price of Energy
        • variation of the price of Smithore
        • variation of the price of Crystite
      9. Bidding of the goods

        The bidding of Smithore and Crystite takes place if there is at least 1 unit potentially available to the sale. I.e. if:

        • one of the players has at least 1 unit
        • or one of the players produced at least 1 unit
        • or the blind has at least 1 unit in stock
        1. Purchase and sale price of the Blind

          Good Buy price Sell price Increment (per pixel)
          Smithore Current price Buy price + 35$ 1$
          Crystite Current price
          (to bottom multiple of 4)
          Buy price + 140$ 4$
          Food Current price - 15$ Buy price + 35$ 1$
          Energy Current price - 15$ Buy price + 35$ 1$
        2. Use, Spoilage, Production, Surplus and Shortage

          Phase Description
          Use A number of units consumed for the current round.
          Spoilage A number of units wasted for the current round.
          Production A number of units produced for the current round.
          Requirement A number of theoretical units necessary for the round following not to be penalized (theoretical Use of the following round).
          1. Smithore, Crystite

            Phase Description
            Use No consumed unit.
            Spoilage All the units beyond 50 are lost.
            Production The production of the round is added and the total reached a maximum to 255 units.
            Requirement No unit necessary.

            50 units of Smithore and Crystite can be kept without risk of Spoilage (but attention with the Pirate!).

          2. Food

            Phase Description
            Use The number of units for the round running is consumed.
            Spoilage Half of the units (after Use) is lost (whole part of division).
            Production The production of the round is added and the total reached a maximum to 255 units.
            Requirement The number of units necessary for the following round (in order not to be penalized in time).

            No unit is lost by Spoilage if:

            • it remains to the maximum 1 unit after the Use
            • it remains to the maximum Usage+1 units before the Use
            • one keeps Requirement+1 units with the preceding turn

            Thus, one can keep 1 unit beyond Requirement without Spoilage with the following turn.

          3. Energy

            Phase Description
            Use The calculated number of units for the round running is consumed.
            Spoilage The quarter of the units (after Use) is lost (whole part of division).
            Production The production of the round is added and the total reached a maximum to 255 units.
            Requirement The number of units necessary for the following round (so not being penalized in production) by counting 1 additional exploitation.

            No unit is lost by Spoilage if:

            • it remains to the maximum 3 units after the Use
            • it remains to the maximum Usage+3 units before the Use

            Requirement considers that with the following round, there will be only one additional exploitation. However if the player buys a piece or one gains some, it will lack Energy for the new exploitations. It is thus necessary to keep the maximum of units of Energy for the new exploitations of the following round, while avoiding undergoing Spoilage.

            The following table gives, for the number of kept units of Energy of Surplus compared to Requirement, the minimum number (without penalty of production for lack of Energy) and maximum (without Spoilage) of new possible exploitations for the following round. Not to forget that a unit of Energy was already added in Requirement for 1 additional exploitation.

            Surplus Min Exp to could
            without Spoilage
            Max Exp to could
            without Penalty
            0 0 1
            1 (**) 0 2
            2 0 3
            3 (*) 1 4
            4 2 5
            5 3 6

            (*) This choice is most judicious because it makes it possible to keep a maximum of units of Energy and to pose from 1 to 4 new exploitations without Spoilage nor penalty (knowing that in general, one poses 1 exploitation).

            (**) It is the choice made by the computer

        3. Purchasing choice or salesman

          The serviceable time to choose the action Buy/Sell, is of 30 ATU.

          Todo: AI Buyer/Seller

          1. Smithore, Crystite

            A player is automatically placed:

            • in Seller, if it has at least 1 unit
            • in Buyer, if it does not have any of it
          2. Food

            The bidding of Food takes place if:

            • one of the players has at least 1 unit
            • or the blind has at least 1 unit in stock

            The player is automatically placed:

            • in Seller, if it has at least 1 unit of Surplus
            • in Buyer, if it does not have any of it of Surplus
          3. Energy

            The bidding of Energy takes place if:

            • one of the players has at least 1 unit
            • or the blind has at least 1 unit in stock

            The player is automatically placed:

            • in Seller, if it has at least 1 unit of Surplus
            • in Buyer, if it does not have any of it of Surplus
        4. Purchase and sale

          Todo: AI Buy/Sell

          The serviceable time for the bidding is of 70 ATU.

          The bidding takes place if:

          • at least one of the players is Seller
          • or the blind has at least 1 unit in stock

          At the end of each bidding, the price of the good is updated so at least a unit was sold. The new price is equal to the average price of the sold units.

          At the end of the bidding of Crystite, the number of units of Crystite in the Blind is put at zero.

      10. Construction and calculation of the new price of the mules

        The Blind contains a maximum of 14 mules. The number of missing mules is thus equal to 14 minus the number of mules in the Blind.

        The missing mules are built starting from the units of Smithore which the Blind has, knowing that each mule requires 2 units of Smithore.

        If the Blind does not have enough Smithore to build the totality of the missing mules, then it builds of it the possible maximum with Smithore available.

        Then the new price of the mules is calculated. It equal to 2 times the price of Smithore is rounded with the multiple of 10 inferior (If the price of Smithore is 49$, then the price of the mules will be 90$). The average price of Smithore being of 50$, the average price of the mules is thus 100$.

      11. Posting of the score

        1. Calculation of the score

          The points of each player are divided into 3 types:

          • Money
          • Land
          • Goods

          The points are calculated as follows:

          Type Entity Not been worth
          Money each 1$ 1 point
          Land (each Stud) (500 points + Outfit price)
          each Stud without Exploitation 500 points
          each Plot with has Food Exploitation 525 points
          each Plot with has Energy Exploitation 550 points
          each Plot with has Smithore Exploitation 575 points
          each Plot with has Crystite Exploitation 600 points
          Goods each Mule 35 points
          each Food links Current price
          each Energy links Current price
          each Smithore links Current price
          each Crystite links Current price
        2. Update of the order

          The players are ordered according to the decreasing value of their score. In the event of equality between players, their position is by chance given between them.

        3. Message of the colony

          The total number of units of Food concerned is calculated. It is equal to the sum of the units of Food of the players and the Blind.

          The total number of units of Smithore concerned is calculated same manner.

          Failure of the colony:

          • If the colony does not have any exploitation of Food and that the total number of units of Food is null, then the play finishes and the following message is posted: The Colony failed because of has total lack of Food!
          • If the colony does not have any exploitation of Energy and that the total number of units of Energy is null, then the play finishes and the following message is posted: The Colony failed because of has total lack of Energy!

          Shortage of the colony:

          • If the total number of units of Food is lower than the total number of units of Food necessary of all the players for the following round, then the colony is in Shortage de Food.
          • If the total number of units of Energy is lower than the total number of units of Energy necessary for all the current exploitations of all the players, then the colony is in Shortage d' Energy.
          • If the number of mules in the Blind is lower than the number of mules theoretically necessary for the following turn (calcMuleReq), then the colony is in Shortage de Smithore.

          The message is then built according to different Shortage from the colony:

          • For Shortage de Food and/or of Energy: The Colony has has shortage of [Food] [and] [Energy]!
          • For Shortage de Smithore: The Store has has shortage of Smithore for mules!
        4. Final message of the colony

          The final message appears at the end of the last round. A note from 0 to 6 is allotted to the colony according to the final total score:

          Rating = round ((totalScore - 10000)/20000), limited by [0; 6]

          According to the note, one of the messages according to is posted:

          Rating Colony Score Message
          0 0 to 19999 Overall, the Colony failed… Dismally. The Federation debtors' prison is your next home!
          1 20000 to 39999 Overall, the Colony failed… The Federation will No to skirt send trade ships. You are one your own!
          2 40000 to 59999 Overall, the Colony survived… Barely. You will Be living room in tents. Few trading ships will come your way!
          3 60000 to 79999 Overall, the Colony was has success. You cuts minimum met the standards set by the Federation, goal your life will not Be easy!
          4 80000 to island Overall, the Colony succeeded. The Federation is pleased by your efforts. Live You will comfortably!
          5 100000 to 119999 Overall, the Colony succeeded… Extremely well. You edge now withdraws in elegant estates!
          6 120000 to +oo Overall, the Colony delighted the Federation with your exceptional achievement. Your retirement will Be luxuriou!
  3. Glossary

    • Map
    • Stud (ground) one of the 45 boxes (of which blind, to rivet,…)
    • Land (piece)
    • Exploitation
    • To rivet
    • Turn
    • Round
    • Player (human player)
    • Player (player computer) WIP
    • Human
    • Blind
    • Output of a exp (with ecos)
    • Basic production of a ground
  4. Appendix

    1. The unit of basic time (BTU)

      1 jiffy accounts for 1 field sweep of the pencil of light. The processor of event of MULE turns at 4 jiffy. It is the unit of basic time (BTU). According to the system in which the play turns, 1 jiffy does not represent the same duration:

      System Frequency 1 jiffy 1 BTU (= 4 jiffy)
      STAKE 50 Hz 1/50s 1/12.5s = 0.08s
      NTSC 60 Hz 1/60s 1/15s = 0.067s

      That means that play out of STAKE turns more slowly than a play NTSC.

      In the whole of this document, the system used is NTSC. The following value will thus be used:

      1 BTU = 1/15s = 0.067s

      This unit of basic time is used to measure time during the play such as for example:

      • to calculate the rate of flow of time during the turn of the player
      • to determine the speed of the cursor during the selection of the grounds
    2. The unit of time of the human player (PTU)

      The unit of time of player (PTU) determines the rate of flow of time during the turn of the human players. 1 pixel of the bar of time represents one duration of 1 PTU. It thus decreases at 1 pixel by PTU. The larger the PTU is, the more time decreases slowly. Initially, the value of a PTU is equal to 7 BTU and modified by the following conditions:

      1 PTU = 7 BTU + modifying

      Race MOD
      Flapper +2 BTU
      Human - 2 BTU
      Others  

      Level MOD
      Beginner +2 BTU
      Standard  
      Tournament  

      Below some examples of correspondence in seconds of certain values of PTU:

      Description PTU (in BTU) PTU (in second)
      Beginner with Flapper 11 BTU 0.73s
      Standard gold Tournament with Flapper 9 BTU 0.6s
      Standard gold Tournament with any race drank Flapper gold Human 7 BTU 0.47s
      Standard gold Tournament with Human 5 BTU 0.33s

      In the whole of this document, when the value of the PTU is not specified, a default value of 1 PTU = 7 BTU = 7/15s = 0.47s is used. That makes it possible to give an indicative value of the examples in second.

    3. The unit of time of biddings (ATU)

      Similarly with the PTU, the ATU determines the rate of flow of time during the biddings. 1 pixel of the bar of time represents one duration of 1 ATU. It thus decreases at 1 pixel by ATU. The larger the ATU is, the more time decreases slowly.

      Level ATU (in BTU) ATU (in second) ATU/4 (in second)
      Beginner 50 BTU (*) 3.33s 0.83s
      Standard 30 BTU 2s 0.5s
      Tournament 25 BTU 1.67s 0.42s

      (*) On the Beginner level, the value of the ATU is doubled for first round (100 BTU).

      When that no player moves, the value of the ATU is temporarily divided by 4, until a player moves again.

    4. The unit of time of cursor (CTU)

      Similarly with the PTU, the CTU determines the rate of travel of the cursor during the selection of the grounds. The cursor moves of a box with each CTU. The larger the CTU is, the more the cursor moves slowly.

      Level CTU (in BTU) CTU (in second)
      Beginner 8 BTU 0.53s
      Standard 4 BTU 0.27s
      Tournament 3 BTU 0.2s
    5. Various values of the type of calculation and their significance

      Type of calculation Significance Phase
      Real a: Nothing is simulated. One has the piece and the exploitation. Production, Price
      Simulated b: One has the piece and one simulates the presence of the exploitation given there. Player Turn
      C: simulated The piece is not had. One simulates the presence of the piece and the exploitation. Grant Land
      Auction Land
    6. Deduction of Crystite (expandKnownCrystite)

      The chart of Crystite known by the computers is extended compared to its contents. The deductions are made starting from the grounds of quality 2 (Medium) and 3 (High) of share the initial construction of the deposits of star Crystite at the beginning of the play:

        1.121
       
      12321
       121
        1
      

      Thus the contiguous grounds with the grounds of quality 2 (Medium) are inevitably of quality 1 (Low) at least, and the grounds of quality 3 (High) are inevitably surrounded out of star of grounds of quality 2 (Medium) and 1 (Low) at least. No deduction is made starting from the grounds of quality 4 (Very High) because they come only from the falls of meteorite and do not cause a star deposit (only the ground touched by the meteorite is concerned).

      Example of deduction:

      • Chart before deduction

        ??1??????
        ?????1???
        ?1???????
        123?2????
        ?1???????
        
      • Chart after deduction

        ??1??????
        ??1??1???
        ?1211????
        123221???
        ?1211????
        

      If following Assay, a ground of quality 3 (High) is found, then the following deduction will be made:

      • Chart before deduction

        ??1??????
        ??13?1???
        ?1211????
        123221???
        ?1211????
        
      • Chart after deduction

        ??121????
        ?12321???
        ?1221????
        123221???
        ?1211????
        

      The deduction of Crystite is carried out:

      • at the beginning of each round, the visible outputs of the exploitations of Crystite
      • after each Assay carried out by a computer

      When a human player carries out Assay, only the analyzed ground is updated and no deduction is made immediately around this ground.

      When a player computer carries out Assay, the analyzed ground is updated and a deduction is made immediately around this ground.

    7. Variation around a number with binomial distribution (calcBinomial)

      Entries:

      • an integer NR
      • an amplitude A

      Exits:

      • an integer

      This algorithm calculation variation around a number NR, with an amplitude A, by using a symmetrical binomial distribution lain by chance between [- 6.0; 6.0 [with the following probabilities:

      Number Probability
      [- 6.0; - 4.5 [ 0.000%
      [- 4.5; - 3.5 [ 0.013%
      [- 3.5; - 2.5 [ 0.562%
      [- 2.5; - 1.5 [ 6.248%
      [- 1.5; - 0.5 [ 24.303%
      [- 0.5; 0.5 [ 37.748%
      [0.5; 1.5 [ 24.303%
      [1.5; 2.5 [ 6.248%
      [2.5; 3.5 [ 0.562%
      [3.5; 4.5 [ 0.013%
      [4.5; 6.0 [ 0.000%

      The amplitude determines the multiplicative factor:

      Amplitude A Factor F
      0 0
      1 0.5
      2 1
      3 2
      N n-1

      The final result is obtained with the formula:
      F (NR, F) = NR + round (F * binomial ())

      Variation of the number [=round (F * binomial ())] according to the amplitude is:

      Amplitude 0 (Factor 0)
      Variation Probability
      0 100.000%
      Amplitude 1 (Factor 0.5)
      Variation Probability
      - 2 0.105%
      - 1 16.063%
      0 67.664%
      +1 16.063%
      +2 0.105%
      Amplitude 2 (Factor 1)
      Variation Probability
      - 4 0.013%
      - 3 0.562%
      - 2 6.248%
      - 1 24.303%
      0 37.748%
      +1 24.303%
      +2 6.248%
      +3 0.562%
      +4 0.013%

      Example for N=6 and A=2:
      The multiplicative factor is 1, the formula is thus: F (6, 1) = 6 + round (1 * binomial ())

      The possible results of F (6, 1) are:

      Number Probability
      2 0.013%
      3 0.562%
      4 6.248%
      5 24.303%
      6 37.748%
      7 24.303%
      8 6.248%
      9 0.562%
      10 0.013%

      Example for N=5 and A=1:
      The multiplicative factor is 0.5, the formula is thus: F (5, 0.5) = 5 + round (0.5 * binomial ())

      The possible results of F (5, 0.5) are:

      Number Probability
      3 0.105%
      4 16.063%
      5 67.664%
      6 16.063%
      7 0.105%

      The binomial distribution is used to calculate:

      • production of the exploitations
      • variation of the price known Smithore
      • the number of grounds to sell each turn
    8. Calculation of the distance from a ground to the Blind (calcPlotDistFromStore)

      Entries:

      • the position of the ground

      Exits:

      • the distance from the ground to the blind

      This algorithm calculation the distance from a ground to the blind, by taking into account a malus for the river.

      The distances between each ground and the blind are as follows:

      444454444
      432232234
      4321 1234
      432232234
      444454444
      

      The distance is used to calculate:

      • the quality of a ground
      • the time of displacement at the time of an action of a computer

      The distance do not take into account the mountains.

    9. Basic capacity of production

      The basic capacity of production of an exploitation depends on the type of ground on which it is located:

        Food Energy Smithore Crystite
      Lime pit 2 3 1 Variable
      To rivet 4 2 Not allowed Not allowed
      1 Mountain 1 1 2 Variable
      2 Mountains 1 1 3 Variable
      3 Mountains 1 1 4 Variable
        Food Energy Smithore Crystite
      Lime pit Stud - Food one Lime pit Stud - Energy one Lime pit Stud - Smithore one Lime pit Stud - Crystite one Lime pit
      To rivet Stud - Food one To rivet Stud - Energy one To rivet Stud - Smithore one To rivet Stud - Crystite one To rivet
      1 Mountain Stud - Food one Mountain 1 Stud - Energy one Mountain 1 Stud - Smithore one Mountain 1 Stud - Crystite one Mountain 1
      2 Mountains Stud - Food one Mountain 2 Stud - Energy one Mountain 2 Stud - Smithore one Mountain 2 Stud - Crystite one Mountain 2
      3 Mountains Stud - Food one Mountain 3 Stud - Energy one Mountain 3 Stud - Smithore one Mountain 3 Stud - Crystite one Mountain 3

      For Crystite, the basic production depends on the quality of the deposit:

      None 0
      Low 1
      Medium 2
      High 3
      Very High 4

      The basic capacity of production is posted in bottom on the right exploitation in the form of points. It is updated at the beginning of the phase of production.

    10. Calculation of the output (real or simulated) of a ground (calcPlotProdWithEcos)

      Entries:

      • ground concerned
      • the type of exploitation
      • the player who makes calculation
      • the type of calculation (real or simulated)

      Exits:

      • output

      According to the type of calculation, this algorithm calculation for a ground, a type of exploitation and a player given:

      • that is to say real output
      • that is to say simulated output

      Thus, the simulated output is a conditional projection of the installation of an exploitation on a possibly had ground. This simulated output makes it possible thereafter the computer to make a decisional choice by comparing them. No-claims bonus can be allotted to them to take an account a situation and thus to support a decision as we will see it.

      The real output is calculated by summoning the 3 following values:

      1. Recovery of the basic capacity of production of the ground for the type of exploitation.
      2. Calculation of the first economic no-claims bonus (“The learning curve theory”):

        One counts the number of exploitations of the same type for this player and one divides it by 3 by keeping only the whole part (no round-off).

      3. Calculation of the second economic no-claims bonus (“The theory of economies of scale”):

        It is equal to 1 so at least an exploitation of the same type for this player is contiguous with the ground.

      The simulated output is calculated by summoning the 3 following values:

      1. Recovery of the basic capacity of production of the ground for the type of exploitation.

        If it is about an exploitation of Crystite, then the basic production is equal to the value indicated in the chart of known Crystite.

      2. Calculation of the first economic no-claims bonus (“The learning curve theory”):

        One counts the current number of exploitations of the same type for this player by adding to it that which is simulated and one divides it by 3 by keeping only the whole part (no round-off).

        If the simulated exploitation makes it possible to reach a better economic no-claims bonus (i.e the remainder of preceding division is null), then one on the whole adds a no-claims bonus equal to the number of exploitations of the same type already had by this player (i.e equivalent with the additional output that the new economic no-claims bonus brings).

      3. Calculation of the second economic no-claims bonus (“The theory of economies of scale”):

        One counts the number of exploitation of the same type for this player and contiguous with the ground.

        If one has already piece (Standard b: Player Turn), then one limits the no-claims bonus by 2.

        If one does not have yet the piece (Standard C: Grant Land or Auction Land), then one adds 2 for each piece (with or without exploitation) contiguous to the ground (thus supporting the selection of the contiguous grounds to the pieces had by the same player) and one limits the no-claims bonus by 3.

    11. Calculation of the real quantity necessary of energy for the round running (calcEnergyReq)

      Entries:

      • a player

      Exits:

      • quantity of energy necessary for the had exploitations

      Each exploitation had by the player, apart from those of energy, requires 1 unit of energy.

    12. Calculation of the theoretical quantity necessary of mules for the following round (calcMuleReq)

      input output a: (a number of boxes likely to be taken with the next turn [0; 4] + a number of boxes occupied without mule) limited by [0; 8]
    13. Calculation of the production of the exploitations [0; 8] (calcSimulatedPlotsProd)

      Entries:

      • a flag indicating if the malus of the lack of energy must be integrated

      Exits:

      • production of the exploitations

      This algorithm calculation production of all the exploitations of the chart with possibly the malus of the lack of energy.

      The stages of calculation are as follows:

      • For each exploitation:

        • Calculation of the real output.
        • Binomial variation of the output with an amplitude proportional to the level:

          Level Amplitude
          Beginner 0 (No variation)
          Standard 1
          Tournament 2

          What gives us like variation for each level (without taking into account probabilities lower than 0.1%):

            Probability
          Variation Beginner Standard Tournament
          - 3     0.6%
          - 2   0.1% 6.2%
          - 1   16.1% 24.3%
          0 100.000% 67.6% 37.8%
          +1   16.1% 24.3%
          +2   0.1% 6.2%
          +3     0.6%
        • Production ceiling between 0 and 8.
      • According to the flag, taken into account possible of the malus of energy for each player:

        • Calculation of the quantity of energy required by the player.
        • Calculation of the quantity of missing energy (quantity required by the player - had quantity).
        • For each unit of missing energy, the production of a random exploitation is put at zero.

      This algorithm is used to calculate:

      • the reality production of the exploitations each round (with the malus of the lack of energy
      • production simulated on several rounds (without malus of the lack of energy) in the calculation of the quality of the goods
    14. Quantity of necessary food

      Round Quantity required
      (current use)
      Quantity required for the next round
      to keep At the end of the current round (next use)
      1 3 3
      2 3 3
      3 3 3
      4 3 4
      5 4 4
      6 4 4
      7 4 4
      8 4 5
      9 5 5
      10 5 5
      11 5 5
      12 5 0
    15. Variation of the price of a good according to supply and

      Entries:

      • the type of the good (Food, Energy or Smithore/Mule)
      • total quantity concerned for the following round (Food, Energy or Mule
      • total quantity necessary for the following round (Food, Energy or Mule
      • the current price (Food, Energy or Smithore)
      • the minimum price (Food, Energy or Smithore)

      Exits:

      • the new price

      The ratio of the offer and the request are calculated by dividing the total quantity concerned by the necessary total quantity. A ratio higher than 1 indicates than supply is insufficient for. A ratio lower than 1 indicates than supply is higher than.

      In the case of Smithore/Mule, the ratio is limited by] 0.25; 3.0].

      The new price is then calculated with the following formula:

      price = 25% * price + 75% * (price * ratio)

      or

      price * = 0.25 + 0.75 * ratio

      Finally, the price is limited according to the good and of the reason of the calculation of the price (real or simulated for AI):

      Good Reason Minimum
      Food Real 30
      Energy Real 25
      Smithore Real 50
      Food Simulated (AI) 10
      Energy Simulated (AI) 10
      Smithore Simulated (AI) 50
    16. Calculation of the quantity of mules necessary for the following round

      The necessary quantity of mules is calculated while summoning:

      • the number of free ground likely to be taken with the following round (reached a maximum by 4)
      • the number of pieces without exploitation (and thus requiring a mule)

      The value is limited by [0; 8]

    17. Variation of the price of the goods

      1. Variation of the price of Food

        Entries:

        • initial total quantity concerned
        • had quantity of each player
        • produced quantity of each player
        • quantity necessary for the round
        • the current price
        • the minimum price

        Exits:

        • final total quantity concerned
        • the new price

        The initial total quantity concerned is equal:

        • for the calculation of the real or simulated price (AI): with the quantity of the blind
        • for the following simulated prices (AI): with the final total quantity concerned of preceding simulated calculation

        Initially, one calculation the number of total unit that there will be at the end of the round had by each player. One applies the 3 phases (Use, Spoilage and Production):

        • Use (limited by 0): had quantity - = necessary quantity
        • Spoilage: had quantity * = 2/4
        • Production: had quantity += produced quantity

        The final total quantity concerned is then calculated by summoning the initial total quantity concerned and the quantity had by each player after the 3 phases.

        Then one calculation total quantity necessary for the following round (equalizes with the quantity necessary for the following round multiplied by 4)

        Finally, one calculation the new price by applying the request and supply-side economics with like parameters:

        • the type of the good (Food)
        • final total quantity concerned for the following round
        • total quantity necessary for the following round
        • the current price
        • the minimum price

        The variation of the price of Food takes into account the number of units had by the players. Thus, as long as the players will keep a sufficient quantity of it, the price of Food will not go up even if the blind is in rupture.

      2. Variation of the price of Energy

        Entries:

        • initial total quantity concerned
        • had quantity of each player
        • produced quantity of each player
        • quantity necessary of each player for the round
        • the current price
        • the minimum price

        Exits:

        • final total quantity concerned
        • the new price

        The algorithm is identical to that for Food, with the following differences:

        • the necessary quantity is specific to each player (and nondependant on the round)
        • Spoilage is 3/4 (and not of 2/4)
        • the total quantity necessary for the following round equalizes with the sum of the quantities necessary of each player for this round + 4 (for the future exploitations)
        • the fluctuation of supply and are calculated for the Energy good
      3. Variation of the price of Smithore

        Entries:

        • quantity of mules potentially available
        • quantity of mules necessary for the round
        • the current price

        Exits:

        • the new price

        The quantity of mules potentially available is equal:

        • for the calculation of the real or simulated price (AI): with the quantity of mules in the blind plus half of Smithore out of blind
        • for the following simulated prices (AI): with the quantity of mules potentially available of preceding simulated calculation withdrawn preceding quantity of mules necessary

        The quantity of necessary mules is equal:

        • for the calculation of the real price: with traditional calculation (calcMuleReq)
        • for the calculation of the simulated price (AI): to 5

        One applies the request and supply-side economics with like parameters:

        • the type of the good (Smithore/Mule)
        • quantity of mules potentially available
        • quantity of necessary mules
        • the current price of Smithore
        • a minimum price of Smithore equal to 50

        Then one applies the natural variation of Smithore if the level is not Beginner. For that one calculation the binomial one with an amplitude 2 for value 0. The result is multiplied by 7 and is added to the price. Thus the following variations are obtained:

        Amplitude 2 (Factor 1)
        Variation Probability
        - 28 0.013%
        - 21 0.562%
        - 14 6.248%
        - 7 24.303%
        0 37.748%
        +7 24.303%
        +14 6.248%
        +21 0.562%
        +28 0.013%

        The price is limited by 20.

        Contrary to the price of Food and Energy, the price of Smithore does not take into account the units had by the players, but only the units in the blind and the number of mules available. Thus, the price will climb as soon as the blind is in rupture and/or the number of mules is insufficient, and that some is the number of units had by the players.

      4. Variation of the price of Crystite

        The price of Crystite equal to 50 is added with a alétaoire number between 0 and 99 (terminals included).

      These algorithms are used to calculate:

      • the real price of the goods
      • the simulated price and the quality of the goods for AI (selection of the ground and placement of the exploitations)
    18. (AI) Calculation of the quality of the goods [0; 31] (calcGoodsQuality)

      Entries:

      • the number of rounds to be simulated

      Exits:

      • the quality of the goods [0; 31]

      This algorithm is used by AI:

      • during the selection of the ground (3 simulated rounds)
      • during the placement of the exploitations (2 simulated rounds)

      Each good is noted (from 0 to 31) according to the simulated prices.

      For each round to be simulated, one carries out:

      • production (without malus of Energy) of Food and Energy (but not of Smithore)
      • calculation of the price simulated for Food, Energy and Smithore (with Use, not of Spoilage, construction of the mules with Smithore)

      The quality of a good is then equal to the average of the prices of the good on the simulated rounds divided by 8.

      The quality of Crystite is equal to: (100 + 4 * n° of the round running)/8

    19. (AI) Calculation of the quality of an exploitation (real or simulated) (calcPlotQualityAi)

      Entries:

      • the type of exploitation
      • ground concerned
      • the player concerned
      • the quality of the good for this type of exploitation [0; 255]
      • the type of calculation (real or simulated)

      Exits:

      • the quality of the exploitation

      If it is not the first round, the quality of the good is modified according to its type (Food or Energy) and of the situation of the play. That reflects the importance granted to a good given vis-a-vis a particular difficulty. Only one no-claims bonus can be added:

      • if the good is of Food:

        • if the player is not in lack of Food after Usage, Spoilage, Prod

          • if the player has at least an exploitation of Food

            • no no-claims bonus
          • if the player does not have any exploitation of Food

            • no-claims bonus of 11
        • if the player is in lack of Food after Usage, Spoilage, Prod

          • if the colony is not in Shortage de Food

            • no-claims bonus of 10
          • if the colony is in Shortage de Food

            • no-claims bonus of 14
      • if the good is of Energy:

        • if the player is in lack of Energy after Usage, Spoilage, Prod

          • if the colony is not in Shortage d' Energy

            • no-claims bonus of 11
          • if the colony is in Shortage d' Energy

            • no-claims bonus of 15
        • if the player is not in lack of Energy after Usage, Spoilage, Prod

          • if the number of exploitation of Energy of the player represents less of the 1/4 of the exploitations of the player

            • no-claims bonus of 12
          • if the number of exploitation of Energy of the player is equal to the 1/4 of the exploitations of the player

            • if the colony is not in Shortage d' Energy

              • no-claims bonus of 11
            • if the colony is in Shortage d' Energy

              • no-claims bonus of 15
          • if the number of exploitation of Energy of the player represents more of the 1/4 of the exploitations of the player

            • no no-claims bonus

      The output of the ground (with the economic no-claims bonus, without binomial variation) is then calculated for this type of exploitation and this player with the type of desired calculation (real or simulated). It is limited by [0; 8].

      The quality of the ground, for this type of exploitation and this player, is calculated by multiplying the quality of the good (added with its no-claims bonus) by the output of the ground.

    20. (AI) Seek better type of exploitation of a ground (calcPlotExpAndQualityAi)

      Entries:

      • ground concerned
      • the player concerned
      • the quality of all the goods [0; 31]
      • the type of calculation (real or simulated)

      Exits:

      • the type of exploitation
      • the quality of the exploitation [0; 255]

      This algorithm seeks the best type of exploitation for a ground and a player given according to the quality of the goods and the type of calculation. For that, it calculates the quality of each possible exploitation on the ground while taking into account:

      • that there is no Crystite on the level Beginner and Standard
      • that there cannot be of Smithore nor of Crystite on the river
    21. (AI) Calculation of the charts of the quality of the grounds (calcPlayersPlotsQuality)

      This chart is calculated for each computer before the phase of selection of the grounds. It contains a notation of the quality of the whole of the grounds. It does not specify for which type of exploitation quality is given.

      To obtain this chart, the following stages are carried out:

      • Calculation of the quality of each good with the type of calculation C (simulated) while basing itself on the 3 rounds according to.
      • If it is the first round, then a quality of 32 is affected by chance with only one good among:

        Good Probability
        Food 50%
        Energy 25%
        Smithore 25%
        Crystite 0%
      • For each ground of the chart:

        • If the ground is not free or if it is the blind, then its quality is null.
        • If the ground is free, then its quality is equal to the quality of best the exploitation which could be installed there (calculation of the type C) deduced from the distance from the ground to the blind (malus from - 1 with - 4).
    22. (AI) Choice of a ground

      Entries:

      • starting ground
      • the chart of the quality of the grounds

      Exits:

      • selected ground

      To choose best the ground, the algorithm will traverse the whole of the terrSi L to start from that of departure. Thus for each ground successively, it recovers the quality of the ground by withdrawing the penalty and compares the result with best the beforehand found ground. If the new ground is better, then there is a probability of 25% that it is selected (and 75% to keep best the preceding ground).

      The penalty is null for the grounds of the first 3 lines, 1 for before last line and of 2 for the last line.

    23. (AI) Calculation of the quality of a ground on sale for each computer (calcPlotQualitiesForLandAuctionAi)

      Entries:

      • ground on sale

      Exits:

      • the quality of the ground on sale for each computer

      Each computer calculation the quality of the ground on sale in the following way:

      • Calculation of the quality of the ground compared to the quality of the goods and the player (calculation of the type C, simulated). The quality of the goods for Food, Energy and Smithore is invariable and equal respectively to 3, 2 and 6.
      • A random value between O and 7 is added to quality.
      • Quality is finally multiplied by the remaining number of rounds to come (quality is thus null for the last round).
  5. History

    • 13/02/2006 - v0.40
      • Updated: Some corrections in Land auction
      • Added: The good auctions
      • Added: The computation of the score
      • Added: The messages in the summary

    • 10/02/2006 - v0.37
      • Added: The probabilities of the round events
      • Added: The effects of the round events
      • Added: With picture of the map division

    • 07/02/2006 - v0.35
      • Added: The Gambling
      • Added: IA of the computer turn
      • Added: How not to miss the mule one the stud

    • 03/02/2006 - v0.32
      • Added: The Wampus and how to wrestling it
      • Added: Exact The speed of the cursor and the available time
      • Updated: Improved the page-setting

    • 01/02/2006 - v0.25
      • Added: Price of the stud in the Land auction
      • Added: Everything butt the turn events

    • 31/01/2006 - v0.20
      • Added: Good and Land quality
      • Added: IA for the grant Land

    • 30/01/2006 - v0.18
      • Added: The price computation

    • 07/01/2006 - v0.15
      • Initial public release

ToDo:

setting on sale - > stopped time, will continue as of return or after 250 BTU