TGMC:Xenomorph Mechanics: Difference between revisions

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Maturity is now caste playtime instead of changing Xeno stats. Maturity points changed to Primordial points.
 
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{{TGMC}}
{{TGMC}}
 
{{Needs revision| reason = outdated}}
Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.
Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.


'''Also see: [[TGMC:Marine Mechanics]]'''
'''Also see: [[TGMC:Marine Mechanics]]'''


= The Core Xenomorph Mechanics =
=The Core Xenomorph Mechanics=


==Health Regeneration==
==Health Regeneration==
Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:
Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:


* Doesn't work if you're on fire.
*Doesn't work if you're on fire.
* Base regen is 1+3.75% max HP.
*Base regen is 1 + 3.75% max HP.
* On resting weeds (green), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
*On resting weeds (green), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
* When standing, a major debuff (modifier is  1.1 resting vs 0.2 standing, so about 5 times as slow).
*When standing, a major debuff (modifier is  1.1 resting vs 0.2 standing, so about 5 times as slow).
* When you have '''[[TGMC:Queen|Queen]]''', '''[[TGMC:Shrike|Shrike]]''', or '''[[TGMC:King|King]]''' alive (on same z-level) any regen is doubled.
*When you have '''[[TGMC:Queen|Queen]]''', '''[[TGMC:Shrike|Shrike]]''', or '''[[TGMC:King|King]]''' alive (on same z-level) any regen is doubled.
* Pheromones increase regen by % of max HP or flat, depending on pheromones level.
*Pheromones increase regen by % of max HP or flat, depending on pheromones level.


'''Formula''':
'''Formula''':
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Regen works with a '''delay'''.
Regen works with a '''delay'''.


* If under recovery pheromones, delay is small. <code>Ramp=1</code>
*If under recovery pheromones, delay is small. <code>Ramp=1</code>
* Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.
*Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.


== Sunder Regeneration==
==Sunder Regeneration==


* Activation of sunder regen is under same rules as Health Regen
*Activation of sunder regen is under same rules as Health Regen
* Base is 0.25% per tick.
*Base is 0.25% per tick.
* Resting multiplies regen by 2
*Resting weeds multiplies regen by 2
* Resting multiplies regen by 2
* Resting multiplies regen by 2
* +10% per recover pheromones level.
* +10% per recover pheromones level.
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<code>Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))</code>
<code>Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))</code>


== Sunder Healing in Xenomorph Abilities ==
==Sunder Healing in Xenomorph Abilities==


*Shrike's psychic cure heals a flat 10 sunder
*Shrike's psychic cure heals a flat 10 sunder
*Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed  
*Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed


<code>Hivemind's and Queen's: 0.1 *(50  + (Regen_aura_level * xeno being healed's max health * 0.01))</code>
<code>Hivemind's and Queen's: 0.1 *(50  + (Regen_aura_level * xeno being healed's max health * 0.01))</code>
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*Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health
*Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health


== Critical Health ==
==Critical Health==
After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.
After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.


If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.
If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.


== Plasma Regeneration ==
==Plasma Regeneration==


* Resting doubles regeneration  
*Resting doubles regeneration
* Resting weeds give +20%
*Resting weeds give +20%
* Recovery pheromones do '''NOT''' affect plasma
*Recovery pheromones do '''NOT''' affect plasma


= Fire and resin =
=Fire and resin=
Fire turns off pheromones and prohibits some abilities. Damage per tick is
Fire turns off pheromones and prohibits some abilities. Damage per tick is


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Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.
Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.
<br>
<br>
= Speed =
=Speed=
Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their [[TGMC:Xenomorph Castes|Caste Info Page]] or within either the [[User:ClosetedSkeleton#Xenomorph Castes Basic Stats|Simplified Stats Chart]] or the [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]].
Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their [[TGMC:Xenomorph Castes|Caste Info Page]] or within either the [[User:ClosetedSkeleton#Xenomorph Castes Basic Stats|Simplified Stats Chart]] or the [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]].


Speed is effected by only a few aspects:
Speed is effected by only a few aspects:
*Being on weeds provides a -0.4 for almost all castes  
*Being on weeds provides a -0.4 for almost all castes
*Frenzy pheromones provide -0.06 speed per level of frenzy
*Frenzy pheromones provide -0.06 speed per level of frenzy
*Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]]
*Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on [[User:ClosetedSkeleton#All_Xenomorph_Castes_Stat_Chart|Full Stats Chart]]
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<br>
<br>
For reference, a human or robot with no armor moves at -1.0
For reference, a human or robot with no armor moves at -1.0, with running giving them a -1.0 boost while consuming stamina
 
<br>


= Pheromones =
=Pheromones=
'''PHEROMONES DO NOT STACK!''' Only the most powerful is taken for each pheromone.
'''PHEROMONES DO NOT STACK!''' Only the most powerful is taken for each pheromone.


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{| class="wikitable"
{| class="wikitable"
! style="background:#afeeee" width=150|Pheromones  
! style="background:#afeeee" width="150" |Pheromones
! style="background:#afeeee" |Effect
! style="background:#afeeee" |Effect
|-
|-
![[File:TGMC_Recovery.png|64px]]<br>Recovery  
![[File:TGMC_Recovery.png|64px]]<br>Recovery
|
|
*Adds a 1% boost per recovery level to health regen
*Adds a 1% boost per recovery level to health regen
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|-
|-
![[File:TGMC_Frenzy.png|64px]]<br>Frenzy
![[File:TGMC_Frenzy.png|64px]]<br>Frenzy
|  
|
*-0.06 extra speed per level of frenzy
*-0.06 extra speed per level of frenzy
*'''DOES NOT''' effect damage
*'''DOES NOT''' effect damage
|}<code>Aura_range = round(6+Aura_level*2)</code>
|}<code>Aura_range = round(6+Aura_level*2)</code>


* Reminder that speed is calculated inversely  
*Reminder that speed is calculated inversely


Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0
Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0


= Queen mechanics =
=Queen mechanics=
Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.
Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.


Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.
Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.


= Buildings =
=Buildings=
[[File:Resin wall.png|64px]] Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.  
[[File:Resin wall.png|64px]] Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.  


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Before Containment SHitters are open, all weed costs only half as much.
Before Containment SHitters are open, all weed costs only half as much.


= Tier Slots =
=Tier Slots=
'''Tier 4''' are limited to one each of: Queen, Shrike, King.
'''Tier 4''' are limited to one each of: Queen, Shrike, King.


'''Tier 3:'''
'''Tier 3:'''


<code>Tier 3 = (NUM_XENOS-NUM_TIER_3)/3+1</code>
<code>Tier 3 = FLOOR((XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_TWO + XENO_TIER_THREE) / 3 + length(psychictowers) + 1, 1))</code>


Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them).
Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them). Every Psychic Relay adds an extra T3 slot.


'''Tier 2:'''
'''Tier 2:'''


<code>Tier 3 = NUM_TIER_0+NUM_TIER_1+NUM_TIER_4 + 1 - NUM_TIER_3</code>
<code>Tier 3 = (XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_FOUR) + length(psychictowers) * 2 + 1 - XENO_TIER_THREE</code>


So if somebody evolves from T2 to T3, T2 slot is gone.
So if somebody evolves from T2 to T3, T2 slot is gone. Every Psychic Relay adds 2 T2 slots.


'''Tier 1''' is unlimited
'''Tier 1''' is unlimited
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'''Tier 0''' are larvas, see below.
'''Tier 0''' are larvas, see below.


= Larva spawn formula =
=Larva spawn formula=
Points are given each minute, as below:
Points are given each minute, as below:


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Changes according to:
Changes according to:


# Monitoring decides that balance is off.
#Monitoring decides that balance is off.
# There is a stalemate.
#There is a stalemate.
# If live players are less than ghosts. Then there is <code>BUFF = GHOSTS * 0.75</code>  
#If live players are less than ghosts. Then there is <code>BUFF = GHOSTS * 0.75</code>


For distress, you must gain '''8 points per larva'''. Also, at the start you gain '''2 burrowed larva'''.
For distress, you must gain '''8 points per larva'''. Also, at the start you gain '''2 burrowed larva'''.
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When somebody enters the game on marine side, xeno gain '''3.25''' larva points. Therefore stable ratio is 2 xeno to 5 marines.
When somebody enters the game on marine side, xeno gain '''3.25''' larva points. Therefore stable ratio is 2 xeno to 5 marines.


= Maturity gain formula =
=Primordial Upgrade gain formula=
Maturity is given every tick(a tick on average is 2 seconds), as below:
Primordial points are given every tick(a tick on average is 2 seconds), as below:
 
<code>Primordial Points = 1+(Burrowed/6)+0.2*Psychic Towers</code>
 
With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in upgrade gain.
 
Burrowed larva increase Primordial gain by around 0.17 points, giving you a 17% increase per larva.


<code>Maturity Points = 1+(Burrowed/6)+0.2*Maturity towers</code>
= Maturity =
Maturity no longer has any mechanical effect for Xenos, and now acts more like the Xeno equivalent of the Marines' Ranks.


With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in maturity gain.
Maturity is also based on the playtime on the Caste, not as Xenomorph, so you if you consistently play Spitter but not as much on other castes, you can go from Mature Sentinel -> Elder Spitter - > Young Boiler.


Burrowed larva increase maturity by around 0.17 points, giving you a 17% increase per larva.
The minimum playtime for each maturity rank is as follows:
{| class="wikitable"
|+
!Age
!Maturity
|-
|Less than 10 Hours
|Young
|-
|More than 10 Hours, Less than 25 Hours
|Mature
|-
|More than 25 Hours, Less than 70 Hours
|Elder
|-
|More than 70 Hours, Less than 175 Hours
|Ancient
|-
|More than 175 Hours
|Prime
|}

Latest revision as of 06:12, 9 June 2024

This page is a part of the TGMC wiki.

TGMC is a project based on the CM-SS13 codebase.


This page needs revising!

The following page is out of date and/or needs to be revised. If the page's guide needs revision, see here for an example.
The revision reason is: "outdated"

Here you can check out xenomorph mechanics more in-depth, with formulas and rules taken directly from the source code.

Also see: TGMC:Marine Mechanics

The Core Xenomorph Mechanics

Health Regeneration

Regen is pretty complicated. It always works on weeds (or off weeds if you have CASTE_INNATE_HEALING), and changes according to several things:

  • Doesn't work if you're on fire.
  • Base regen is 1 + 3.75% max HP.
  • On resting weeds (green), regen increased 20% (after all modifiers, so it's always 1.2 times faster). But you only gain the bonus if you rest.
  • When standing, a major debuff (modifier is 1.1 resting vs 0.2 standing, so about 5 times as slow).
  • When you have Queen, Shrike, or King alive (on same z-level) any regen is doubled.
  • Pheromones increase regen by % of max HP or flat, depending on pheromones level.

Formula:

REGEN = (1 + (maxHealth * (0.0375 + 0.01*Regen_aura_level))) * Multipliers * Ramp

Multipliers = (0.2*Standing + 1.1*Resting) * (1+Ruler_alive) * (1+Resting*Resting_weeds*0.2)

Regen works with a delay.

  • If under recovery pheromones, delay is small. Ramp=1
  • Without pheromones, there is a 10 second delay to healing after taking damage. Then healing gradually increases from 0% to 100%. So it is worth resting for a while, but also note that timer starts working if you're standing up. So you can stand alert, wait for regen to ramp up, and then rest.

Sunder Regeneration

  • Activation of sunder regen is under same rules as Health Regen
  • Base is 0.25% per tick.
  • Resting weeds multiplies regen by 2
  • Resting multiplies regen by 2
  • +10% per recover pheromones level.

Formula:

Sunder_regen = 0.5 * (0.5 * (1+resting) * (1+resting_weeds) * (1+0.1*Regen_aura_level))

Sunder Healing in Xenomorph Abilities

  • Shrike's psychic cure heals a flat 10 sunder
  • Hivemind's, Drone's, and Queen's acidic acidic salve heals for 10% of the total amount healed

Hivemind's and Queen's: 0.1 *(50 + (Regen_aura_level * xeno being healed's max health * 0.01))

  • Drone's heal works the same way but heals for 3x if they are linked with their target and their target is within 10% of their total health

Critical Health

After their health goes below 0, a xenomorph enters a critical state. In this state, they cannot preform actions but can still be dragged by other xenomorphs to safety. In this critical state, every xenomorph no matter the tier has 100 health. This health is still affected by HP regeneration mechanics, however, if the xenomorph is off weeds the xenomorph loses 5 health per tick, meaning that if a xenomorph gets knocked into critical while offweeds its almost certainly a death sentence if you have no nearby teammate that can quickly respond.

If a critical xenomorph regenerates their HP to 100 HP or above, they will be restored into an active state where they can move and perform their abilities, if they are knocked below 0 HP while in critical, they will permanently die and have to join again as a larva.

Plasma Regeneration

  • Resting doubles regeneration
  • Resting weeds give +20%
  • Recovery pheromones do NOT affect plasma

Fire and resin

Fire turns off pheromones and prohibits some abilities. Damage per tick is

(#fire_stacks + 3) * (1-fire_resist)

Resin jelly increases your fire defense by 100 flat and protects you from obtaining new fire stacks (making you immune to catching on fire). Existing fire stacks persist but stop damaging you without an extreme amount of sunder.

Walking over an acid trap that has atleast one level of acid will activate it, removing all fire from a xenomorph.

Speed

Speed for all mobs is calculated inversely, meaning a xenomorph with -1.0 speed is faster than a xenomorph with -0.4 speed. Each xenomorph has a custom speed stat that can be seen within their Caste Info Page or within either the Simplified Stats Chart or the Full Stats Chart.

Speed is effected by only a few aspects:

  • Being on weeds provides a -0.4 for almost all castes
  • Frenzy pheromones provide -0.06 speed per level of frenzy
  • Some xenos have abilities which allow them to boost their movespeed, see this in their caste page or on Full Stats Chart
  • Being hit by certain marine weapons will cause staggering and slowdown


For reference, a human or robot with no armor moves at -1.0, with running giving them a -1.0 boost while consuming stamina

Pheromones

PHEROMONES DO NOT STACK! Only the most powerful is taken for each pheromone.

Pheromone levels per Xenomorph

Drone Drone - 2.0, Carrier Carrier - 2.5, Defiler Defiler - 2.6, Hivelord Hivelord - 3.0, Shrike Shrike - 3.0, Hivemind - 4.0, Praetorian Praetorian - 4.5, Queen Queen and Pheromone Towers - 5.0, and finally King King - 6.0.

Pheromones Effect

Recovery
  • Adds a 1% boost per recovery level to health regen
  • Adds a 10% boost per recovery level to sunder regen (stacks multiplicative)
  • Adds a 1% boost per recovery level to healing abilities HP heal
  • Adds a 1% boost per recovery level to healing abilities sunder heal
  • Adds a 5% boost per recovery level to amount healed per hivelord beam tick

Warding
  • Gives 2.5 unsunderable Soft Armor per level of warding.
  • Applies to every form of Soft Armor

Frenzy
  • -0.06 extra speed per level of frenzy
  • DOES NOT effect damage

Aura_range = round(6+Aura_level*2)

  • Reminder that speed is calculated inversely

Aura (pheromone) level (strength) is on each xeno's page. Varies from 2.0 to 6.0

Queen mechanics

Hive leaders have Queen's pheromones (type and level). And of course they can choose their own if they posses this ability.

Rally minions summons minions nearby, note that activation sets behaviour to "aggressive". This patch Queen should get a rally point ability similar to that of Hive mind. Every minion will go there - including those who spawned after. Minions have low degree of independence, so if enemy is nearby they will aggro and attack.

Buildings

Resin wall. They regen on their own. Starts at 150 HP, regens at 3 HP per 5 secs, up to 300 HP. This maximum is same for all castes, starting health differs. Has 40% bullet resistance.

Resin Door. Has 100 HP for Drone with 1.5 Hardness and 160 HP for Hivelord with Hardness 2.

Before Containment SHitters are open, all weed costs only half as much.

Tier Slots

Tier 4 are limited to one each of: Queen, Shrike, King.

Tier 3:

Tier 3 = FLOOR((XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_TWO + XENO_TIER_THREE) / 3 + length(psychictowers) + 1, 1))

Minimum one. If current number of T3 is higher than that, no xeno is devolved (the number stays until death of one of them). Every Psychic Relay adds an extra T3 slot.

Tier 2:

Tier 3 = (XENO_TIER_ZERO + XENO_TIER_ONE + XENO_TIER_FOUR) + length(psychictowers) * 2 + 1 - XENO_TIER_THREE

So if somebody evolves from T2 to T3, T2 slot is gone. Every Psychic Relay adds 2 T2 slots.

Tier 1 is unlimited

Tier 0 are larvas, see below.

Larva spawn formula

Points are given each minute, as below:

PTS = ((1.75 + SILOS) * (marines * 0.035 * (marines_on_ship * 3 + marines_on_planet * 2)) / (1+1.75)) * (1+Hijacked*2) + BUFF

So, taking BUFF as 0, with 1 silo you have multiplier of 2.75.

With 2 silos, you have multiplier of 3.75, which translates to 36% increase in larvas.

Buff base is 0. Updates once every 5 minutes.

Changes according to:

  1. Monitoring decides that balance is off.
  2. There is a stalemate.
  3. If live players are less than ghosts. Then there is BUFF = GHOSTS * 0.75

For distress, you must gain 8 points per larva. Also, at the start you gain 2 burrowed larva.

When somebody enters the game on marine side, xeno gain 3.25 larva points. Therefore stable ratio is 2 xeno to 5 marines.

Primordial Upgrade gain formula

Primordial points are given every tick(a tick on average is 2 seconds), as below:

Primordial Points = 1+(Burrowed/6)+0.2*Psychic Towers

With a base of 1 per tick every tower adds 0.2 points, giving you a 20% increase in upgrade gain.

Burrowed larva increase Primordial gain by around 0.17 points, giving you a 17% increase per larva.

Maturity

Maturity no longer has any mechanical effect for Xenos, and now acts more like the Xeno equivalent of the Marines' Ranks.

Maturity is also based on the playtime on the Caste, not as Xenomorph, so you if you consistently play Spitter but not as much on other castes, you can go from Mature Sentinel -> Elder Spitter - > Young Boiler.

The minimum playtime for each maturity rank is as follows:

Age Maturity
Less than 10 Hours Young
More than 10 Hours, Less than 25 Hours Mature
More than 25 Hours, Less than 70 Hours Elder
More than 70 Hours, Less than 175 Hours Ancient
More than 175 Hours Prime