# The Workshop at Opportunity: what upgrading a module one level costs. # # Every level adds level_bonus to the module's main stat (damage, shield, # armor, mining yield, scanner strength, cargo, engine boost), so level 10 # is worth about one tier step (industry.toml stat_growth): a new tier is # always an upgrade, and levels are refinement within it. Range and rate of # fire don't change. level_bonus = 0.033 max_level = 10 # credits = module price (at its tier) x credits_per_level x current level # (at least 10). credits_per_level = 0.25 # Faction modules (anything not Ministry) take this much more material. faction_multiplier = 1.5 # A module's grade is its tier and its level here, written t2l5: pirate # bands, sieges, the balance harness and the dev console all use it # (crates/sim/src/grade.rs). Level 10 is about as strong as level 1 of the # next tier. # Material per *target* level within each band: qty = per-level x target. # Kinds mean the module's own tier (docs/industry.md). A level is a quarter # of what one was before tiers, so a tier's first eight levels cost about # what levels 2-3 used to: # ore alone, 35 a module. The last two, past the ladder, want crystal and # salvage: a sink for the thorough. [[step]] levels = [2, 8] materials = { ore = 1 } [[step]] levels = [9, 10] materials = { crystal = 1, salvage = 1 }