# Entropia Universe: Game Mechanics & Logic for Developers This document defines the core mechanics, terminology, and financial formulas of Entropia Universe (EU). It is essential for the coding agent to understand these to ensure tracking accuracy in a Real Cash Economy (RCE) environment. --- ## 1. Currency & Economic Units * **PED (Project Entropia Dollar):** The main currency ($10 \text{ PED} = 1 \text{ USD}$). * **PEC (Project Entropia Cent):** The smallest unit ($100 \text{ PEC} = 1 \text{ PED}$). * **TT Value (Trade Terminal):** The base intrinsic value of an item. Any item can be "sold to the machine" for its TT value at any time. * **Markup (MU):** The player-to-player market value. * *Calculation:* If an item has 100 PED TT and sells for 105 PED, the Markup is 105%. ## 2. The "Decay" System (Operational Cost) In Entropia, almost every action has a real-world cost via "Decay." * **Item Decay:** Every time a tool, weapon, or piece of armor is used, its TT value decreases. * **Total Cost per Action:** $$\text{Cost} = \text{Item Decay} + \text{Consumables (Ammo/Probes/Materials)}$$ ## 3. Module-Specific Logic ### A. Hunting (Combat) The goal is to track efficiency (Returns vs. Costs). * **DDP (Damage Per PEC):** How much damage is dealt for every 0.01 PED spent. * **Loot Detection:** The software must parse the `chat.log` or screen for: * `"You received [Item] Value: [Amount] PED"` * **Global/HoF:** Special large loots. The software should trigger a screenshot when these specific strings appear in the logs. ### B. Mining (Geospatial) Mining is a search-and-retrieval mechanic. * **Probes:** Consumed for every "drop" (attempt to find resources). * **Claims:** When a resource is found, it has a "Size" (e.g., "Ample", "Significant"). Each size corresponds to a specific TT value range. * **Coordinates:** Every action is logged with $(X, Y)$ coordinates. Tracking these is vital for heat-mapping. ### C. Crafting (Manufacturing) A volume-based numbers game. * **Blueprints (BPs):** Required to manufacture. They have a **Quality Rating (QR)** which increases success chance. * **Outcomes:** Success, Near-Success (loss of materials, no item), or Failure. * **Residue:** A filler material used to ensure the crafted item is at its "Maximum TT" value upon creation. ## 4. Financial Tracking Formulas To be implemented in the software's analytics engine: 1. **Return on Investment (ROI):** $$\text{ROI \%} = \left( \frac{\text{Total Loot Received (TT Value)}}{\text{Total Decay} + \text{Total Consumables}} \right) \times 100$$ 2. **Net Profit/Loss (Including Market Value):** $$\text{Net} = (\text{Loot TT} \times \text{Market Markup \%}) - (\text{Total Cost of Session})$$ 3. **Efficiency (Hunting):** $$\text{Efficiency \%} = \frac{\text{Damage Dealt}}{\text{PEC Spent}} \text{ relative to max weapon stats.}$$ --- ## Technical Instructions for Agent: * **Stability:** Prioritize reading `Documents/Entropia Universe/chat.log` for loot/damage data. * **Precision:** Use high-precision floating point numbers for currency calculations (at least 4 decimal places) to avoid rounding errors over thousands of "clicks." * **State Management:** Always assume a session might crash. Save data frequently to the "Current Project" file.