Home » Stars! 2.6/7 » The Academy » Non-popular LRTs : UR (Split from "Miniaturization musings")
Non-popular LRTs : UR (Split from "Miniaturization musings") |
Fri, 29 October 2004 04:19 |
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Robert | | Lt. Junior Grade | Messages: 393
Registered: November 2002 Location: Dortmund, Germany | |
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Well, now as we talk about non-popular LRTs, and BET is one of them,
maybe I should publish my results of some recent ultimate recycling
testings. (off topic - maybe move to another thread?)
So - we have seen BET can work, at least I believe your opinion is
worth thinking about and maybe trying it in the right universe
UR has some qualities, too. Lets start from the quickstart point of
view: once I had my standard HG 12/9/16 factories with 19% growth
and tried to improve _early_ growth.
I tested the following things:
- improving growth to 20%
- factory costs 8
- factory efficiency 13
- 50 leftover points to factories
and
- picking ultimate recycling and scrapping early ships
to gain boost in very early factory builing
This works of course only if you got a few early ships that are
more or less useless (say IT, WM, JoaT...)
For the ones who dont know - the formula to calculate the resource gain is:
(p*s)/(p+s) where p is the planet's productivity in resources and s the resources
needed to build the ships being scrapped
So, lets have some numbers and see how starting worlds for my HG JoaT developed
in the first 7 turns:
_____HG__20%__cost8__eff13__lop__ur
2400___132__137__132__133__144__132
2401___171__180__174__174__186__174
2402___221__234__227__227__237__227
2403___284__302__294__292__302__294
2404___359__384__376__372__380__389
2405___453__488__478__472__476__494
2406___567__609__603__593__593__624
2407___696__725__747__733__726__769
So picking ultimate recycling gives a boost of 73 resources
in the first 7 turns compared to the standart HG, better than
anything else. (From 2407 on you usually start shipping pop
to other planets and stop putting everything into factories,
or run out of minerals and start to build mines... so this
is quite a relevant number!)
Still - the different improvements have different costs in the
race wizard, so lets continue with the math:
_____________HG___20%__cost8__eff13__lop__ur
netto gain____0____29____51____37____30____73
cost_________0____83____60____70____50____96
gain per cost__0__0,34__0,85__0,52___0,6____0,76
inc in %______0__4,16__7,32__5,31___4,31___10,48
Ok, compared to the cost setting factory costs to 8 is more efficient
You might also say that UR has no real advantages later, while factory
cost 8 still speed up growth on other planets, which is of course right.
So, when going for a quick start I like to pick a 1 in 10 hab scheme
with one immunity - means fewer, but better greens early, and lots of
yellows with high potential later - the funny part with it is, that
the early terraforming is _very_ efficient - up to 4% in planet value
for 1 step of terraforming. When assuming this hab scheme supports early
growth, and this is about growing early quickly, lets have a look how
UR can improve new colonized planets:
I took my JoaT again, colonized 2 similar planets with 200K pop each, left
lots of germanium and set the standard queue to factories first, then terraforming.
(both planets -3% planet value)
year____no scrap______scrap________improvement
x________149____________149________________0
x+1______170____________184________________10
x+2______192____________218________________26
x+3______217____________257________________40
x+4______245____________334(turns green)___89
x+5______257____________391________________134
x+6______257____________455________________198
x+7______322(turns green)529_____________207
x+8______361____________612________________251
x+9______410____________707________________297
x+10_____528____________809________________281
I scrapped 2 medium freighters each turn in the first 4 years,
costing 4*204=816 resources. After 10 turns the planet had
281 more resources than the planet without scrapping boost.
As the boosted planet has turned green 3 turns earlier it could
have been supported with more pop at that time, improving the growth
even more.
Still, just a nice to have and not that great, is it???
Assuming you have a lot of old designs around
...
[Updated on: Fri, 29 October 2004 04:40]
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Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Robert on Fri, 29 October 2004 04:19
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Micha on Fri, 29 October 2004 06:38
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: gible on Fri, 29 October 2004 20:38
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: multilis on Fri, 29 October 2004 21:27
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Robert on Sat, 30 October 2004 09:39
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: multilis on Sat, 30 October 2004 12:16
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Robert on Sun, 31 October 2004 05:51
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Carn on Tue, 02 November 2004 09:25
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Robert on Tue, 02 November 2004 09:59
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: multilis on Tue, 02 November 2004 15:31
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Re: Non-popular LRTs : UR (Split from "Miniaturization musings")
By: Robert on Wed, 03 November 2004 01:28
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