Two of the main changes:
Asteroid capture rate*
Maximum percentage to capture: min(30,25*(target_value/your_value))
(i.e. max cap is 30)
These values are based on last tick's value (i.e. the one before the one in which combat takes place)
Mouseovers have been introduced initially on the galaxy page to predict the cap rate (in terms of % and in terms of the number of roids) that you'd get from the planet.
*I'll go into more detail soon for bcalc makers on how this works on multi attacker setups, but it's fairly straight forward
Code:
Ratio Cap
1.2 30
1 25
0.8 20
0.6 15
0.4 10
Production
Ships in production contribute the following value:
ship_cost/150 + (ship_cost/300*(% of that ship type of that order complete))
Intuitively, think of it as "ship orders start off as counting towards value the same as resources, and they increase until they end up counting the same as complete ships".
Example
If I order 1000 fighters at 10 of each resource, they'll give (10+10+10)/150*1000 = 200 value at first.
At 25%, you can consider 25% of them as counting as real ships, and 75% as resources:
(10+10+10)/100*250 + (10+10+10)/150*750
= 75 + 150 = 225 value
At 75%, you can consider 75% of them as counting as real ships, and 25% as resources:
(10+10+10)/100*750 + (10+10+10)/150*250
= 225 + 50 = 275 value
At 100%, they all count as real ships:
(10+10+10)/100*1000 = 300 value