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Re: AR design Tue, 01 August 2006 16:50 Go to previous messageGo to previous message
Marduk is currently offline Marduk

 
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Registered: January 2003
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Staz wrote on Tue, 01 August 2006 14:22

iztok wrote on Wed, 12 July 2006 08:05

400k pop on 90% planet gives at en-10 569 res. 300k pop on 90% and 100k on 40% gives 621 res. Sad


At 15% PGR and assuming no crowding (Ultras), 400+0 will give you 54k growth. 300+100 will give you 46.5K growth.

So you are trading 9% more resources (621v569) against 16% better growth (54v46.5).

Is that a good trade?

Also, if you look at worst case (a 100% world and a 25% world) the most resources seem to come from a 94% / 6% split. And even that is only 3% more resources than having all the pop on the 100% planet.


Purely for purposes of generating more resources sooner, it is a good trade. The number of 'bonus' resources declines slightly year by year until the breeder starts crowding, and then begins to increase again. In the example given (the 40% second world), you'll always have gained more resources because of splitting your population sooner.

However, presumably you will keep your breeder at a level where you aren't suffering from crowding. Either 25% for the maximum relative pop growth or the 33% level for maximum absolute pop growth in that system. Your 'bonus' resources will cap at that point and decline from there because of reduced population growth at and following the initial split. Eventually this may (depending on hab values for any given system) result in a reduction in resources produced relative to having maximized your population growth instead of splitting early.

But it isn't likely that the newly capped breeder will be exporting all of it's population to other 90% worlds. The lower the average value of the developing worlds (after the first 100k seed), the better (or at least less worse) the decision to split early looks.

Then you need to consider the costs of the initial split. Splitting at lower values implies splitting more often, occupying more systems. Good so far, but the more systems you are occupying, the more resources and minerals you are spending (transports, defending warships, improving orbitals, miners), and the more thinly you are spread. The more you spend on support, the less you're really gaining.

Occupying more space has value too, though. And more transports built to feed more colonies means more transports available later after those colonies are fully-functioning worlds. Same thing with miners and depleted worlds. If you can feel comfortable defending in a 'shell', ships built to defend one-time colonies that are now inner systems are free to scout, harrass or otherwise prove useful somewhere else. So most of these costs aren't really wasted, just paid earlier than necessary.

As for every race, population is the foundation of resource production... the greater your population, the greater your potential resources. In the longest-term thinking totally divorced from circumstance, you're best off maximizing your population growth. For practical purposes, you just have to decide how best to balance the immediate need for more resources against increased time taken to reach your maximum potential. That is the trade-off being made.

A couple more things to consider are that in a real game you will never reach your ideal maximum potential, and that early ARs are somewhat squishy. More resources earlier, depending on how they are spent, may mean the difference between life and death.

In principle this is identical to anybody's decision of whether to hold a breeder at 25% versus 33%, or for factory races the decision on when to convert a breeder to a producer. How I decide is based largely on the evident aggressiveness of or perceived threat posed by my neighbors.

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