// Auto-generated by Matt Caspermeyer 22-Aug-2004 for Hyperion Patch V1.4 - see bottom of file for changes
//
{
"name" "Food"          "sing" "Food"        "price" "1"   "desc" "Most units consume 1 and cities 10 per turn. Needed to build cities."
"name" "Energy"        "sing" "Energy"      "price" "3"   "desc" "Used to produce chemicals."
"name" "Metal"         "sing" "Metal"       "price" "2"   "desc" "Fundamental construction material for building cities."
"name" "Trace"         "sing" "Trace"       "price" "4"   "desc" "Used in production of composites and Electronics."
"name" "Exotica"       "sing" "Exotica"     "price" "6"   "desc" "Used in production of Biochems and Wetware."
"name" "Chemicals"     "sing" "Chemical"    "price" "4"   "desc" "Used to create other resources and enhance unit abilities."
"name" "Biochems"      "sing" "Biochem"     "price" "6"   "desc" "Used to genetically alter and enhance units."
"name" "Electronics"   "sing" "Electronic"  "price" "5"   "desc" "Used in servos, silicon wafers, think machines, and Fusoriums."
"name" "Ceramsteel"    "sing" "Ceramsteel"  "price" "4"   "desc" "Used for advanced armor and large objects."
"name" "Wetware"       "sing" "Wetware"     "price" "50"  "desc" "Meshes man and machine to increase agility and accuracy."
"name" "Monopols"      "sing" "Monopol"     "price" "25"  "desc" "Integral to fusion power and powered weapons and armor."
"name" "Gems"          "sing" "Gems"        "price" "10"  "desc" "Needed for singularity production and psychic abilities."
"name" "Singularities" "sing" "Singularity" "price" "500" "desc" "Needed for jump engines."
}
// Changes from V1.35 to V1.4
//
// I had an error in the resource cost formula - it has been
// fixed and prices updated accordingly
// Prices have completely changed due to balancing planetary
// production and targeting a certain resource cost. These
// prices should be better for the beginning of the game
// for the low-tech resources and then as the game progresses
// the higher-tech resources are more expensive.
// Updated resource descriptions.
// All produced resources have been changed so that they scale
// better compared to other resources or more match the price
// based on usage and technology level.
//
// Changes from V1.3 to V1.35
//
// Slightly altered a few resource costs
// Fixed wording error in Electronics usage
//
// Changes from V1.2 to V1.3
//
// Changed the description to match how I used it in the game
//
// I thought the formulas I used in V1.2 were overly complex and so decided to greatly
// simplify the formulas and base a resources cost more on the price of its constituent
// resources and the technology needed to start producing that technology. I also thought
// that the gathered resource costs were too high, and so gestimated prices for the gathered
// resources that seemed to be more appropriate.
//
// Apply the following formulas when determining price:
//
// Gathered resource unit cost:
// Food = 1
// Energy = 5
// Metal = 2
// Trace = 10
// Exotica = 25
// Gems = 50
//
// Produced resource unit cost is determined by adding the total cost
// of all resources used to produce it divided by the number of that
// resource produced in the city plus the Research Point cost of the
// tech required to Build the city divided by the number of that resource
// produced in the city squared.
//
// Chemicals = (15*5 + 5*10) / 15 + 0 / 15^2 = 8
// Biochems = (25*5 + 5*25 + 10*8) / 25 + 250 / 25^2 = 14
// Electronics = (15*5 + 5*10) / 15 + 250 / 15^2 = 9
// Ceramsteel = (20*5 + 10*10 + 10*8) / 20 + 850 / 20^2 = 16
// Wetware = (60*5 + 15*14 +15*16) / 15 + 2500 / 15^2 = 56
// Monopols = (20*5 + 10*9) / 20 + 700 / 20^2 = 11
// Singularities = (25*5 + 10*11 + 15*50) / 1 + 1000 / 1^2 = 1990
//
// Changes from V1.0 to V1.2
//
// Changed the description to match how I used it in the game
//
// Apply the following formulas when determining price:
// If resource requires no technology to build it has a base of 100
// If the resource is used to create other resources then its cost
// is 100 for each resource it is used to create that does not require
// a tech and the research point cost for each tech it is used to create that
// requires a tech.
// If the resource requires a technology before it can be created or
// it is a produced resource, then its cost is the technology Research
// Point cost + the research cost of each resource it is used to create
// + the cost of all requisite resources + 500 base.
// All totals are then divided by the number of units it creates
// If the resource is harvested, then it is divided by its rareness factor
//
// Rareness Factors:
// Food = 100
// Energy = 150
// Metal = 50
// Trace = 25
// Exotica = 5
// Gems = 5
//
// Food - harvested, requires no technologies, and not required for any other resource: 100 / 100 = 1
// Energy - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//          Biochems, Ceramsteel, Wetware, Monopoles, and Singularities; so its cost is:
//          [ 100 + 5700 + 100 ] / 150 = 39
// Metal - harvested, requires no technologies, and not required for any other resource = 100 / 50 = 2
// Trace - harvested, requires no technologies, and used to generate Chemicals, Electronics,
//         and Ceramsteel; so its cost is: [ 100 + 1100 + 100 ] / 25 = 52
// Exotica - harvested, requires no technologies, and used to generate
//           Biochems; so its cost is: [ 100 + 250 ] / 5 = 70
// Chemicals - produces 15, requires no technologies, used to generate
//             Biochems and Ceramsteel, and requires Energy and Trace;
//             so its cost is: [ 500 + 1100 + 100 + 39 + 48 ] / 15 = 119
// Biochems - produces 25, requires Pharmaceuticals (250), used to generate
//            Wetware, and requires Energy, Exotica, and Chemicals; so its cost is:
//            [ 500 + 2750 + 100 + 39 + 70 + 119 ] / 25 = 143
// Electronics - produces 15, requires Energy Physics (250), used to generate
//               Monopoles, and requires Energy and Trace; so its cost is:
//               [ 500 + 900 + 39 + 48 ] / 15 = 99
// Ceramsteel - produces 20, requires Ceramsteel (850), used to generate
//              Wetware, and requires Energy, Chemicals, and Trace; so its cost is:
//              [ 500 + 3350 + 100 + 39 + 119 + 48 ] / 20 = 208
// Wetware - produces 15, requires Wetware (2500), used to generate nothing
//           and requires Energy, Ceramsteel, and Biochems; so its cost is:
//           [ 500 + 3600 + 39 + 208 + 143 ] / 15 = 299
// Monopols - produces 20, requires Monopols (650), used to generate
//            singularities, and requires Energy and Electronics; so its cost is:
//            [ 500 + 1800 + 39 + 99 ] / 20 = 122
// Gems - harvested, requires no technologies, and used to generate singularities; so its cost is:
//        [ 100 + 900 ] / 5 = 200
// Singularities - produces 1, requires Cyclotron (900), not used to generate
//                 anything, and requires Energy, Gems, and Monopols; so its cost is:
//                 [ 500 + 1550 + 39 + 200 + 122] / 1 = 2411
