## Kroah' S Games Decompilation Page

### MULE - Document

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#### MULE Decompilation document v0.40 - 13/02/2006

Computing Glossary mode + Credit + Easter eggs/Unknown + Cheats

1. #### MULE version

The MULE version, used have has basis for this document, is has dump of the game for Atari 800 system in ATR format whose checksum is F76D2896.

1. #### Base Time Unit (BTU)

1 jiffy is the time elapsed between two VBL (Vertical Blank Line). The event processor of MULE is called each 4 jiffy. This is the Base Time Links (BTU). According to the system in which the game runs (STAKE gold NTSC), has jiffy hasn' T the same duration because there isn' T the same amount of VBL each second and so the time between 2 VBL is different.

The duration of 1 BTU for each system is:

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 has STAKE game runs more slowly than has NTSC game (yew the game use the VBL to synchronize motion).

In this whole document, the reference system is NTSC. The following been worth will thus Be used:

1 BTU = 1/15s = 0.067s

The BTU is used in the game for:

2. #### Player Time Links (PTU)

The Player Time Unit (PTU) determines the misses of the time flow during the humans players turn. 1 pixel of the bar time lasts 1 PTU. It thus decreases of 1 pixel each PTU. The smaller the PTU is, the faster the time decreases.

Initialy, the been worth of has PTU is equal to 7 BTU and modified by the following conditions:

1 PTU = 7 BTU + modifiers

The race modifiers are:

Race To modify
Flapper +2 BTU
Human - 2 BTU
Others None

The level modifiers are:

Level To modify
Beginner +2 BTU
Standard None
Tournament None

Some examples of PTU for race and level choice:

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 document, default been worth of 1 has PTU = 7 BTU = 7/15s = 0.47s is used when No been worth for the PTU is specified. Indicative This gives year information in seconds for the examples.

The PTU is used in the game for:

3. #### Auction Time Links (ATU)

Similarly to the PTU, the Auction Time Unit (ATU) determines the misses of time flow during the auctions. 1 pixel of the bar time lasts 1 ATU. It thus decreases of 1 pixel each ATU. The smaller the ATU is, the faster the time decreases.

Been worth The of the ATU is based one the BTU and only dependant of the level:

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

(*) At Beginner level, the been worth of the ATU is doubled for first round (100 BTU).

When No player moves, the been worth of the ATU is temporarily divided by 4, until has player moves again.

4. #### Cursor Time Links (CTU)

Similarly to the PTU, the Cursor Time Unit (CTU) determines the misses of time flow during the grant Land. The cursor moves to the next Land At each CTU. The smaller the CTU is, the faster the cursor moves.

Been worth The of the CTU is based one the BTU and only dependant of the level:

Level CTU (in BTU) CTU (in second)
Beginner 8 BTU 0.53s
Standard 4 BTU 0.27s
Tournament 3 BTU 0.2s
3. #### Computing mode

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
4. #### Glossary

Shortage, requirement, critical level, surplus…
• 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

1. #### Number of rounds

The number of rounds At each level is:

 Beginner 6 12 12

Before the first round starts (At the first status summary when the ship Lands), the round number is # 0. It' S incremented At the beginning of the round.

1. #### Map division

The map is divided in 5 lines of 9 columns. There' S 44 Lands (30 lime pits, 10 with At least 1 moutain, 4 rivers) and 1 Blind in the middle. The hiring of the mountains and the Crystite deposits are randomly chosen (see algorithms Mountains setup andCrystite deposits setup).

2. #### Mountains setup

This algorithm divides each line in 4 quarter (4 small lines). The map having 5 lines, there' total S.A. of 20 quarter.

The picture bellow shows this division:

The following rules are always applied for the mountains distribution:

• each line has 2 groups of mountains, each one has to rivet side
• each line has exactly 4 mountains (one in each quarter).
• each group has At least 1 mountain, At the most 3 mountains

The distribution of the mountains one each line is have follows:

• 2 Lands are randomly chosen one the line, one one the left side, the other one the right side of the to rivet. The 2 groups of moutains are located one these 2 Lands.
• There each quarter of the line, is mountain is randomly could either one the left but one the right group. Yew has mountain is added to has group already having 3 mountains, it' S moved to the other group one the same quarter of the line.
3. #### Number of maps

The Crystite is ignored in these enumerations.

Distinct To compute the number of maps, without taking into account the configurations of has Land which are visually different goal having the same production (for example one mountain At each quarter give the same production), the configurations are enumerated for 1 line:

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

That' S 16+16+16=48 configurations for 1 line and has total of 48^5 = 254.803.968 configurations for the 5 lines of the map (each configuration hasn' T the same probability to occur).

Distinct The number of maps, taking into account the configurations of has Land which are visually different goal giving the same production, are:

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

That' S 64+96+64=224 configurations for 1 line and has total of 224^5 = 563.949.338 624 configurations for the 5 lines of the map (each configuration hasn' T the same probability to occur).

4. #### Crystite deposits setup

to put., L, M, H, V?

4 Crystite deposits of quality 3 (High) are randomly could one 4 Lands among the 44 Lands and the Store. With deposit edge thus Be located there is lime pit, has moutain, has to rivet gold the Store.

Each deposit (in black) is then expanded like has star shape:

```. L…
L MR. L.
L MR. H MR. L
. L MR. L…
L.
```

Yew has deposit expansion overlaps another one, the highest qualities are kept:

```. L…
. L MR. L L.
L MR. H MR. MR. L
. L MR. MR. H MR. L…
L L MR. L…
… L….
```

In Crystite deposit of quality 4 (Very high) appears only after has meteorite strike (and No expansion is done).

1. #### Initial Players goods quantity

All the players begin with year equal quantity of goods, which depends of the level:

Level Food Energy Smithore & Crystite
Beginner 8 4 0
Standard 4 2 0
Tournament 4 2 0
2. #### Initial Players money

Human players begin with year amount of money depending of to their race:

Race Money
Flapper 1600\$
Human 600\$
Others 1000\$

Computer players begin with year amount of money depending of the level:

Level Money
Beginner 1000\$
Standard 1000\$
Tournament 1200\$

1. #### Initial blind quantities

The initial Blind quantities are depending of the level:

Level Beginner Standard &
Tournament
Food 16 8
Energy 16 8
Smithore 0 8
Crystite 0 0
Mule 25 14
2. #### Initial blind prices

The initial Blind prices are depending of the level:

Food 30\$ 25\$ 50\$ 100\$ 100\$

1. #### Round initialization

At the beginning of each round, the following actions are done:

At the Beginner level, the Blind initializes:

2. the quantity of Smithore to 0
3. the quantity of mules to 25

That' S why the Smithore price is constant At 50\$ for this level (No Shortage).

1. #### Cursor speed

The cursor is moving At has speed of 1 Land each CTU. When has Land is selected by has player, has pause of 4 CTU is done.

2. #### Computers maps of Lands rating AI

Each computer uses its own map of Lands rating to determin the Land he' ll select during the grant Land. The map contains the rating of the free Lands, taking into accounts the exploitations owned (the economic bonuses raise the rating) and the distance to the Blind. The map doesn' T specify for which standard of exploitation the ratings are given.

The training courses of the algorithm are:

• computation of the goods rating one 3 simulated rounds
• yew this is the first round, has rating of 32 (the maximum) is given to has random good with the following probabilities:

Good Probability
Food 50%
Energy 25%
Smithore 25%
Crystite 0%
• for each Land of the map, its rating is computed:

3. #### Computers Land grant 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.

and too

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 grounds 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.

1. #### to arrange

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.

3. #### Colony Lands auctions

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. #### Land auction

to take the commun run of the 2 parts of the top
5. #### Computers Land rating AI

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).

Todo

1. #### Player Food requirement

Round Required quantity
(current use)
Required quantity 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
2. #### Turns order

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

1. #### Player event probability

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.

2. #### Player event effect

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 JUDGEDBEST 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.

4. #### Time available for 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
5. #### Outfits price

Food 25\$ 50\$ 75\$ 100\$
6. #### Installing has mule

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:

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

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

7. #### Selling Land

Todo:

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

1. #### Wampus aspect

Wampus is a mysterious creature hidden in the mountains.

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
2. #### Wampus catching

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):

• 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):

3. #### Initial Wampus delay

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.

4. #### Wampus movement

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.

5. #### Wampus reward

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.

9. #### Gambling At the Pub

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))

10. #### Computers turn AI

The IA of the computer is broken up into 3 consecutive phases:

• Phase 1: Development
• Phase 2: Assay
• Phase 3: Gambling
1. #### Phase 1: Development

• 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 * 2 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 * 2 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).

• #### Production

Economies of Scale Learning Curve (Theory of Production)
1. #### Player Energy requirement

Entries:

• a player

Exits:

• real quantity of Energy necessary for the had exploitations

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

2. #### Exploitation bases capacity 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
To rivet
1 Mountain
2 Mountains
3 Mountains

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

 None 0 1 2 3 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.

3. #### Exploitation capacity production

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.

4. #### Exploitation production

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

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

1. #### Round event probability

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.

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
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. #### Round event effect

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.

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.

1. #### Goods price variation

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)

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
1. #### Price variation with supply and demand

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
2. #### Next round mules requirement

The theoretical quantity of mules necessary 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]

3. #### Food price variation

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.

4. #### Energy price variation

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
5. #### Smithore price variation

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 (= 5)

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.

6. #### Crystite price variation

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

2. #### Purchase and salts price

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\$
• #### Goods auctions

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
to explain the order of the auctions + phases
1. #### Players status

Use, Spoilage, Production, Surplus and Shortage, (Critical Level = Requirement)
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 and Crystite players status

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 players status

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 players status

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 (other that of Energy) 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

1. #### Time available for declaring

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

2. #### Smithore and Crystite declaring

A player is automatically placed:

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

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
4. #### Computers declaring AI

Todo

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.

1. #### Time available for trading

The serviceable time for the bidding is of 70 ATU.

2. #### Computers trading AI

Todo

• #### Corral mules building and pricing

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\$.

1. #### Score computing

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. #### Order update

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. #### Colony difficulties message

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. #### Colony achievement message

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 failedDismally. The Federation debtors' prison is your next home!
1 20000 to 39999 Overall, the Colony failedThe Federation will No to skirt send trade ships. You are one your own!
2 40000 to 59999 Overall, the Colony survivedBarely. 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 succeededExtremely 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!

The Federation decrees the title of First Founder to the first player of the classification if the Colony is a success, i.e. if the score is equal to or higher than 60000 (the note is at least equal to 3).

1. #### Computers known Crystite AI

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. #### Computers Crystite deduction AI

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.

1. #### Normal Number variation with distribution

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
2. #### Blind to stud outdistances

Entries:

• the position of the ground

Exits:

• the distance from the ground to the blind
Very multiplied by 2

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.

1. #### Computer goods rating AI

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 * of the round running)/8

2. #### Computer exploitation rating AI

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.

3. #### Computer exploitations best rating AI

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
5. #### History

• 13/02/2006 - v0.42
• Updated: Moved some chapters
• Added: The counts of content

• 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