- your ECONOMY SE setting
- your number of COMMERCE techs (six of them: Industrial Economics, Industrial Automation, Planetary Economics, Environmental Economics, Industrial Nanorobotics, Sentient Econometrics); the impact of those techs is considerable
- your enemies’ number of COMMERCE techs; their impact is considerable as well
- the inherent Morgan’s COMMERCE bonus
- your enemies’ amount of cash
- drone riot status (it decreases the price, but not by the same amount as it decreases the mind control price)
- GA increases the price
- nerve stapling increases the price
- distance from HQ (or in this case, the general spread of empires)
- presence of certain facilities (I don’t have the exact list, but e.g. Children Creches and Research Hospitals increase the price, while Genejack Factory decreases it)
- your enemies’ ECONOMY SE setting
I think that what actually matters is just your (and their) COMMERCE rating (COMMERCE techs plus Morgan's bonus, plus the bonus you get for an ECONOMY rating of 3 or higher). Thus, +4 ECONOMY with 3 commerce techs is the same as +3 ECONOMY with 4 commerce techs or +2 or less ECONOMY with 5 commerce techs, or +3 ECONOMY with 3 commerce techs as Morgan.
I think the rules there are exactly the formula as for mind controlling the base; the cost is equal to the cost (excluding Probe modifier effects) of mind controlling every base that isn't yours, modified (not exactly sure how) by your COMMERCE rating, the base's owner's COMMERCE rating (or maybe just their commerce techs), and the relationship between you.
How did you check this one?
Well, if it's been narrowed down to 3 elements for each faction (cost of mind controlling all their bases, their COMMERCE, and your COMMERCE), and presumably just adds the result of each faction (which seems to be supported by my own research), it might be feasible to actually find the formula.
The concept that it's only 3 factors is still an assumption and needs checking. For example, it must be verified how HQ is treated - it can be either as if there was no HQ (distance = 16?) or as if there was one in place, but didn't grant the MC immunity. Is there any other possibility? I may be missing something here.
That's excellent work! How have you arrived at it, reading the files or through tests? I guess it's the former?
Anyway, many thanks for that, I wanted to have this formula. I'm going to try and verify it at some point, but meanwhile, could you submit it to Planetary Datalinks, so that there's a Googleable version of this formula? I've been looking for it for quite a long time. Thanks again! Pity I've got too much RL on my plate right now and can't get back to SMAC at the moment, but I'll definitely want to test and use your findings.
#; Genejack Factory
...
and increases vulnerability to enemy mind control.
#; Children's Creche
...^
Reduces base's vulnerability to enemy mind control.
@Yitzi
Sure, you are right, it's part of MC price. Sorry for intrusion - I was excited by your discovery.
Genejack factory <--> Creche bonuses.
According to the datalinks:Quote#; Genejack Factory
...
and increases vulnerability to enemy mind control.Quote#; Children's Creche
...^
Reduces base's vulnerability to enemy mind control.
Crazy. Another Children creches issue.
- children creche at the base, 50% (??)
- genejack factory at the base, 200% (??)
I've won an Economic Victory in LE with 1000 gold before. And one for 220K. Catching it before it skyrockets is the trick. :|
And there's no Orbital Power Transmitters or anything like that in my game...
Where is the mind control formula? That'd be good to have on the wiki too.
Ok, I've looked into it and I have to say that it seems to work right for me: Genejack factories make it easier, creches make it harder, for both cornering and mind control.Ah, my mistake. I overlooked the fact that the distance (denominator) is halved, no the result.