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Colonizing Planets Tue, 16 March 2004 21:57 Go to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
Registered: March 2004
I'm working on a race for the Beginners game. My question is:
My race has a 1 in 5 Hab set
Kepp in mind, these question apply to early, and beginning of game.

What percent hab level planets do I colonize?
---I hear of many article talking about 20 planets real fast, but for me to do that in any reasonable amount of time, I have to colonise yellow and low percentage planets, OR colonise green planets that a sparse all over.

Should I colonise yellow planets early?
--- I have figured to make terraforming a priority early, it this the right way to do it?

How should population MM be handled?
--- I just read parts of a thread talking about transferiing colonists when the population reaches %25 of the planets total.. Did I understand this properly?

What is a 'Producer Planet"?
--- A planet used for gaining colonists? ???

Ummmm, I have a lot more questions, nut I'll post them as they come to me... Wink
Thanks!
Strat


[Updated on: Tue, 16 March 2004 21:58]

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icon5.gif  Re: Colonizing Planets Tue, 16 March 2004 22:17 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
Master Chief Petty Officer

Messages: 109
Registered: January 2004
Okay, I'll apply my limited experience.

1. With 1 in 5 hab you should not have trouble finding plenty of planets to colonize, unless you're in a small universe and the other players are going to be close.

2. This really depends on your growth rate.
As a general rule, colonize any nearby greens (although this really depends on your PRT). Colonizing yellows and reds really depend on your PRT. CA have no yellow planets. ARs produce a lot of resources on small colonies, so if you're AR you can afford to colonize a good number of yellows and reds.
If you're not CA or AR it might make sense to avoid colonizing yellows until some time in the mid-game when you can afford to relocate a large amount of colonists. And you might consider colonizing a few reds in the late game when everyone's starved for minerals.
Of course if you find a planet early on that's only 1 or 2 percent outside your hab range, you might try colonizing then setting that planet to send only leftover resources to research until it's green.

3. Your planets' growth is at a faster rate before it reaches 25% of its total possible population. Don't send any colony ships until your homeworld reaches 25%. If you have a good growth rate this is fairly easy.
Never send just 2500 colonists at once (unless you're AR, but you're probably not, so I won't go over that part). Send a colonizer and merge it with a medium or large freighter (and if you don't have ramscoops, add a fuel transport. Maybe add one even if you do, if it helps you get there faster). Fill the fleet with colonists and send it to colonize a planet. Before it arrives there, split the fleet (the colonizer in one, the freighter and fuel ship in the other). Turn off colonize for the freighter fleet, but let it reach the planet the same turn. The next year, after the planet's colonized, dump the colonists and send the freighter back to get more. Keep it going between the two planets as long as the HW stays at roughly 25% and the colony doesn't grow exceptionally large. If the colony gets large enough to support itself, stop transporting colonists.
You should have a number of small colonies going through this process at once.
A colony with a population of only 2500 is an easy target for a neighbour and in a mixed skill game a more experienced player will say to themselves "Hey, a n00b" and will probably come after you.

4. A producer planet is a planet geared towards producing as many resources as possible. This is a planet with a high population and a LOT of factories. There should be a starbase, as you'll probably want to use a producer planet to build warships when you need them.

Now, I'm not the most experienced player in the world, so someone else might come along with better, simpler, and less wordy advice Razz. Listen to them.

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Re: Colonizing Planets Tue, 16 March 2004 22:29 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
Registered: March 2004
I am AR

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icon5.gif  Re: Colonizing Planets Tue, 16 March 2004 23:22 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
Master Chief Petty Officer

Messages: 109
Registered: January 2004
In that case;

AR colonists die in space when being transported, down to a minimum load of 2200 (or 22 kt).
Send AR colony ships with 22 kt of colonists and maybe fill the rest with boranium. Follow up with freighters for the greens.
For reds, colonize them then just leave them alone. They generate a lot of resources for their size, and it will still take quite some time before they die off completely. You need extra resources early on. Research a lot of energy tech.
Yellow planets will have to be a judgement call. Either treat them like reds or treat them like greens, depending on which would seem more viable. Remember though, that it takes a long time to terraform planets unless you have a CA ally Smile.
Prioritize greens, then start colonizing yellows and reds when you have all the greens within arm's reach.

Here are some very good AR articles.
http://www.geocities.com/Tokyo/Springs/3660/ar/
http://www.starsfaq.com/articles/ar_guide.htm

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Re: Colonizing Planets Wed, 17 March 2004 06:42 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

Messages: 1316
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IMHO, as AR your main decisions are these:

ARM or not? (mining)
ISB or not? (extra starbase designs are great for growth)
Single or Double Immune (don't even think about no-immune)
Resource efficiency

Personally I favour single immune, one narrow hab, one wide, good efficiency, and either ARM or ISB.

Many favor double-immune with low efficiency. I hear this gets far better resources in test beds, but I think in real games it's slower early ramp and greater need for space makes it too easy a target.

Be sure to check out the AR section of the PRT's part of the forum!

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Re: Colonizing Planets Wed, 17 March 2004 06:55 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
AR? Smile One immune 1 in 5 AR should have piles of planets to colonize. More, than it can afford mineral-wise. I can give some suggestions that may or may not improve your score from testbed these are needed to win against humans with AR. Wink

PBEM AR-s colonization strategy is not based on some economy or pop percentages and breeding and production. AR should spread like wildfire. Fire bounce The only acceptable excuse for not taking something useful is that despite you summed up all minerals from all planets you could not build one more pinta. That never happens. Planet that is now red but will be yellow 30 years later is quite useful. Do not forget that you need to keep being agreeable and friendly with your neighbours going that mad speed colonization. Laughing

Sure, you must not turn all your minerals into pintas. Otherwise your central colonies will overgrowd because then you have no minerals for freighters. Build as lot of freighters you need to avoid growing over 25% anywhere. It is the population that mines minerals early. AR should distribute it as evenly as possible to gain more minerals.
AR can not pop-drop. Plain and simple. Better avoid thinking something like "later" Sleeping if you can take it now. Once your neighbours are somewhere before you ... you may only try to speak them to leave ... it is next to impossible to kick them out with force.
On the other hand 21kT of pop on pinta is enough to claim a planet for AR. Pirate AR colony has orbital immediately, you can upgrade it gradually and make it harder and harder to destroy it.

It is quite cheap to build docks. AR has few minerals early (repeat that sentence 100 times by yourself. Nod ). You must reuse your transport vessels for making more transport trips. The more refuel docks you have all over the place the easier it is to do it.

Keep in mind that AR should build freighters and pintas everywhere it only can (at docks) because it has low econ per planet early (like -f) and its HW cannot make all the vessels it needs.
Usually it is possible to gain ultrastation technology (construction 12) before all your docks are 25% full. Building stations Trash is waste of resources and minerals. Go from docks to ultras directly.

If somewhere is more iron than other minerals (high iron concentration), carry it back to your homeworld. Homeworld has station and so it is the only place you can build remote miners early. As soon you reach construction 8 and electronics 4 you should start to build some remote miners (that consist mostly of ironium) too. You may mine any good mineral planet around HW if HW has low mineral concentrations.

Finally ... homeworld is the long-term treasure box of AR. No HW = No Fountain. So ... AR should do all it can to avoid someone getting too close to and endanger its HW. Raining Colonize everything around HW, fill the space around it with small minefields and ships with scanners ... etc. It cannot be too safe there.

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Re: Colonizing Planets Wed, 17 March 2004 07:17 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Hi!
Strat wrote on Wed, 17 March 2004 03:57


Should I colonise yellow planets early?

My rules of thumb for colonizing planets/sending pop are:
1. Biggest planets first, no matter the distance (well, with some reason) or minerals. They will become new breeders.
2. Best/closest planets next.
3. If there's a green planet that needs pop 3-4 turns of travel or closer to a breeder then I send pop there,
4. else I start working on yellows (from best to worst). When they have 150k pop then
5. I start backfilling inner breeders (minerally best planets first). If I'm not playing an IS then poor breeders may not be maxed for a very long time.
6. An exemption is a big yellow planet. It's usually colonized and filled with pop before farther small greens.
My my 2 cents.
BR, Iztok


[Updated on: Wed, 17 March 2004 07:30]

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Re: Colonizing Planets Wed, 17 March 2004 23:50 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

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Thanks guys! This is wonderful information!

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Re: Colonizing Planets Thu, 18 March 2004 00:24 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
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Kotk wrote on Wed, 17 March 2004 04:55

The only acceptable excuse for not taking something useful is that despite you summed up all minerals from all planets you could not build one more pinta.


This is the main thing I'm am trying to arrive at... What is considered a useful planet and why? Confused2

From my limited understading, I do know that it being AR and all, a planet with less than %25 hab will generate resources still as a %25, just a pop difference.

Still though, don't you lose coloists on a red/yellow planet? Should I initially send more people to a red planet, so they last longer? OR should I do the opposite, keep it to a minium to they die slower, but get less resources and mining? Hmm, I guess I should keep it high.....

How red is too red?

I really appreciate yall's post and the detail you included, I'm all about detail. Heh, I just hope I'm asking the right questions. Please always let me know of something you think I need to know.

Again, thanks for help,
Strat


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Re: Colonizing Planets Thu, 18 March 2004 00:34 Go to previous messageGo to next message
Strat is currently offline Strat

 
Petty Officer 1st Class

Messages: 62
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Another question, also related to colonization is:

In a Medium, Dense map, would it be better to go with IFE, or drop it since things are a little closer?

From what I understand, IFE is a great thing to have for fast colonization, the Fuel Mizer which I absolutly love. But I have also heard the it is not a Must Have, and can be done without...

If so I think I would definitly get ARM in its place. In my curernt designs, I can't have both without wasting a lot of points.

I am leaning to no IFE, but I could still benifit from the experiances of others.

Thx,
Strat

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Re: Colonizing Planets Thu, 18 March 2004 02:15 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Hi!
Strat wrote on Thu, 18 March 2004 06:34

In a Medium, Dense map, would it be better to go with IFE, or drop it since things are a little closer?

Fuel Mizer is for most races the only thing that allows to expand quickly almost from the start (only con-4 and prop-2 needed, gives 2 W9 jumps with Medium Freighter, 3 W9 jumps with PVT). The only two races that came close are HE with its Settler's Delight engine, and IT with starting prop 5 (DLL-7 engine) and 2 planets to expand from. If your race isn't HE or IT you have to invest in prop quite a lot of resources before you are able to move your pop fast. And when you're ready, races with IFE already got the best planets and 've built much more factories...
There's one small niche you can use: RadRam-6 engine, but it requires investment in en-2 and 1.8k in normal (which is by many players regarded as a waste of points) prop and very high rad (85 or more) or rad immunity in order to move pop without losses. Is still worth only 2/3 of a FM (one W9 and one W8 jump with a PVT) much much later than FM.

I'd suggest you to try a "standard combo" IFE + NRSE + expensive prop + (maybe) grav immunity. This way you could invest your resources into economy or warfaring techs instead in a non-productive propulsion, and buy prop-9/12 only when you really need that.

My my 2 cents.
BR, Iztok


[Updated on: Thu, 18 March 2004 02:32]

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Re: Colonizing Planets Thu, 18 March 2004 07:59 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Strat wrote on Thu, 18 March 2004 07:34

This is the main thing I'm am trying to arrive at... What is considered a useful planet and why?

Good greens are as-soon-you-only get to them useful. All greens are must-to-have useful. Most of yellows are very useful. Any red that you can terraform into green one day is worth-of-pinta useful early. Rest of the reds are not-too useful early if you do not want to block your neighbours from taking them. Later when you have deathstars you may send 3 large freighters of pop to each red... that makes your territory easier to defend.

Quote:

In a Medium, Dense map, would it be better to go with IFE, or drop it since things are a little closer?

In medium dense go with IFE+NRSE+expensive propulsion+gravity immunity. Always learn the easy style first.

The other ways are signfically harder. These are usually taken only because of the not-so-visible-in-testbed-bonuses. Wink

AS one example... Radiation immunity+no IFE+no NRSE+normal propulsion tech is usually more expensive in race wizard than IFE+NRSE way. So why to take it?
1) Radiation immunity is often giving you very different hab from your neighbours so you have more hope to get more planets or trade them with neigbours.
2) Your economy should have lot more "spreaded" nature than that or your neighbours and you might want to have stargates soon for defensive purposes. Early propulsion helps with it.
3) As AR, your ironium is limited (with germanium you are OK) and so ram scoops are significally more pleasant price-wise than the IS-10.
4) The hard to attack and easy to build orbitals and almost gateable beamer BB-s are the backbone of your midgame military doctrine. Midgame AR is the weakest. BB-s are lighter with rams and so they are easier to gate.
5) If allied victory is allowed you may risk and take weapons normal or even expensive and hope to find ally who supports you with weapons tech. You do not need weapons for terraforming with radiation immune and so such plan is at least ... thinkable.

Just dropping IFE and hoping for your docks to help and getting large freighters quick so you can build qj5 large freighters and fly them underfilled at ~warp 7 is pain to manage... but doable in packed environment and certainly gives some RW points too.

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icon5.gif  Re: Colonizing Planets Thu, 18 March 2004 10:11 Go to previous messageGo to next message
Hyena is currently offline Hyena

 
Master Chief Petty Officer

Messages: 109
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All the AR races I've tinkered with have had IFE+NRSE+ARM+ISB.

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Re: Colonizing Planets Thu, 18 March 2004 12:30 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
Quote:

This is the main thing I'm am trying to arrive at... What is considered a useful planet and why?

Difficult question which I will answer by veering wildly away from the point.
For AR
You want to get your energy up as quick as poss (more resources)
Testbed with your favorite race design.
You should be able to advance 1 energy level each year for the first few years. If you can build a couple of cheap scouts to scout. (send off your pinta as soon as you see a green)
When you hit about en5 you will find that you cant reach the next level in one turn.
Build many Pintas and a couple of scouts (more if you havent already built some).
Then colonise everything in 2 years range in this order.
Green, Yellow, UnScouted, (green 3 years away),Red.
Next turn (send off Pintas)
Build enough MF to take the pop your planet makes in one turn (2 or 3) build some pintas -BUT leave enough resources so that you can get to next energy level next turn.
Next Turn - get to next energy level.
Send off MFs one to each green you can see (in 2 years range).
Build more MF if you have spare resources.
Next Turn build MF and Pintas.
By this time you should have colonised most planets within 2 years travel - new planets if green (or -1 , -2 yellow) should be Terraforming) all else should be providing research.
Get to Const 4 (building Pintas with any spare res)
The MF should be shipping colonists (one MF load per planet)
to any greens in 2 years distance then yellow then red.
When at Const 4 build Privateers at 2 a turn to fill up any greens at 3 years distance.
Switch research back to Energy.

For reds - only put more colonists on them if the colonists make more resources there than on a green (which will happen ie 200 colonists added to a green with 40000 colonists will make much less than if they were on a red with 25 colonists)
Build Space Docks on your greens when they get close to 25%
Sometimes build them earlyer and build more pintas.
As a rule of thumb 25tons of colonists on your home planet (or another big (in pop) green) make 2 res. 25 Tons of colonits on a red make 8res).
If you have the spare resources to make a pinta and a planet in a few years range - make one and colonise it.

[Mod edit: fixed bold text]


[Updated on: Mon, 20 September 2004 06:40] by Moderator





Joseph
"Can burn the land and boil the sea. You cant take the Stars from me"

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Re: Colonizing Planets Fri, 19 March 2004 05:20 Go to previous messageGo to next message
wizard is currently offline wizard

 
Officer Cadet 3rd Year

Messages: 279
Registered: January 2004
Location: Aachen, Germany
Strat wrote on Thu, 18 March 2004 06:34

Another question, also related to colonization is:

In a Medium, Dense map, would it be better to go with IFE, or drop it since things are a little closer?

From what I understand, IFE is a great thing to have for fast colonization, the Fuel Mizer which I absolutly love. But I have also heard the it is not a Must Have, and can be done without...

If so I think I would definitly get ARM in its place. In my curernt designs, I can't have both without wasting a lot of points.

I am leaning to no IFE, but I could still benifit from the experiances of others.

Thx,
Strat


Hi Strat,

with an AR, I would never go without IFE. As others wrote, the standard design with IFE+NRSE+Prop expensive is just fine. WOu will loose to much time otherwise...

Try to get ARM and ISB. In my opinion, you don't need 1 in 5 planets or pop growth 19% (don't know yours...). I have made good experiances with 17% and 1 in 9 or 1 in 11... There are more planets than you might think, especially the yellows get fine quite quickly...
ISB is absolutely important for growth and for early defense. ARM is important for the two starting miners and for cheaper and better Miners later...

Andreas

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Re: Colonizing Planets Fri, 19 March 2004 15:00 Go to previous messageGo to next message
Dark_Traveller is currently offline Dark_Traveller

 
Crewman 1st Class

Messages: 33
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Location: Tigard, OR. USA
In regards to #3, I have heard that approximately 1/3 of your population on a 100% world gives your the best bell curve for resources verses population. Approximately 340,000 on a HW or equal 100% world, now this number may change with depending on your growth rate. This numbers gives you the best resource output and optimal growth rate for that planet. Is this an incorrect theory?

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Re: Colonizing Planets Sat, 20 March 2004 01:39 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
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As far as I can tell, there are two places to hold a planet: 25% or 50%. 25% gets you the best growth rate for your pop, whereas 50% gets you a lot of resources without sacrificing too much pop growth. 1/3 is a number that has been floating around, because it is at that point that a planet produces the greatest volume of people. As someone pointed out though, it is not very efficient. You have 25% of the planets capacity growing at their full capacity, whereas the last people used to fill it up from 25% to 30% are only growing at 16% of the max growth rate, and this is not a very good number. So, for maxing population, use 25%, and for maxing resources without sacrificing too much pop, use 50%. Does this make sense? Am I babbling? Rolling Eyes


-Peter, Lord of the Big Furry Things

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Re: Colonizing Planets Sun, 21 March 2004 03:57 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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icebird wrote on Sat, 20 March 2004 07:39

... So, for maxing population, use 25%, and for maxing resources without sacrificing too much pop, use 50%. Does this make sense? Am I babbling? Rolling Eyes

Perfect sense, for races with factories. Maximizing AR's resources involves spreading pop on as may worlds as you can, giving them square(hab%) pop of the HW. If your HW has 250k pop then any planet below 25% should get 0.25% * 0.25% of 250k or 16k pop and a 90% planet 202k. In practice you start filling planets from best to worst in order to do as much terra ASAP, keeping most greens at 25% of orbital's capacity.
BR, Iztok


[Updated on: Sun, 21 March 2004 04:03]

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Re: Colonizing Planets Sun, 21 March 2004 11:38 Go to previous messageGo to next message
icebird is currently offline icebird

 
Chief Warrant Officer 3

Messages: 178
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Location: In LaLa land...
Wall Bash I completely missed the fact that we were talking about AR. Embarassed I guess I will read the rest of the thread more carefully next time.


-Peter, Lord of the Big Furry Things

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Re: Colonizing Planets Sun, 21 March 2004 12:15 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Oh ... do not worry. Wink Actually i have found that the only difference between AR and others is spreading as quick as possible early. HW is maybe still good to keep at 25% because it is only place you can build miners.

As late pop management the 50% is probably the best for AR too. With the only difference to fill the high value worlds first instead of low value worlds like others.

It is because the resources that people generate get low at higher fills.
See yourself:
Last 500kt of pop in full filled deathstar at 100% planet generate 23 resources at energy 26.
Last 500kt of pop in 50% filled deathstar at 70% planet also generate 23 resources at energy 26.
Last 500kt of pop in 25% filled deathstar at 70% planet generate 33 resources at energy 26.

Conclusion: If we carry pop from 25% filled 70% value planet to fill 100% planet we actually lose resources but from 50% filled 70% planet it makes sense.

Most planets for 1-immune AR are above 70% when fully terraformed.
It might be profitable to keep planets below 50% value at 25% hold while filling 100% planets, but such low value planets are probably still terraforming and developing and under 25% anyway when AR starts to fill the deathstars at 100% planets. Wink

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Re: Colonizing Planets Sun, 21 March 2004 13:22 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

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Once you have filled most of your planets and want to use "breeders" for building excess pop (for pop drops, filling producer worlds, etc) then wouldn't 33% give you the best pop growth from those worlds ?

The fact that it is inefficient is not that important in this situation; holding at 25% would give less resources from the breeders, and holding at 50% would give you less growth from them.

Or am I missing something ?


[Updated on: Sun, 21 March 2004 13:27]

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Re: Colonizing Planets Sun, 21 March 2004 14:10 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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Staz wrote on Sun, 21 March 2004 20:22

The fact that it is inefficient is not that important in this situation; holding at 25% would give less resources from the breeders, and holding at 50% would give you less growth from them.

Or am I missing something ?


Yes you miss the receiving end of equation so to speak.

Lets say our AR race has 16 planets. It has pop for 12 worlds. Player has decided that it is enough people for his planets and his strategy is just to stockpile people into freighters for various reasons.

Your suggestion is to fill 10 best planets and keep 6 lower value planets growing at 33%.

My suggestion is to fill 8 best planets and keep 8 lower value planets at 50%.

"Someone" may go even farther and try keeping all 16 planets at 75%

Makes the same pop on ground for each case. However in reality both summary resources and growth is best for my strategy, yours being second and "someone" coming out last.


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Re: Colonizing Planets Sun, 21 March 2004 17:16 Go to previous messageGo to next message
Staz is currently offline Staz

 
Lieutenant

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Kotk wrote on Sun, 21 March 2004 19:10

Your suggestion is to fill 10 best planets and keep 6 lower value planets growing at 33%.


Depends on what you mean by "lower value". With dedicated breeders they would be the highest habitability value planets.

Also, by my calculations...

10*100 + 6*33 gives 1198 resources and 6*50k = 300k growth
8*100 + 8*50 gives 1200 resources and 8*30k = 240k growth

So we are about even on resources and I have significantly higher growth.

I guess I'm still missing something, but I'm still not clear what it is.



[Updated on: Sun, 21 March 2004 19:40]

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Re: Colonizing Planets Mon, 22 March 2004 02:06 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1206
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Hi!
Staz wrote on Sun, 21 March 2004 23:16

Kotk wrote on Sun, 21 March 2004 19:10

...
10*100 + 6*33 gives 1198 resources and 6*50k = 300k growth
8*100 + 8*50 gives 1200 resources and 8*30k = 240k growth


I guess I'm still missing something, but I'm still not clear what it is.

You are missing something. We're talking about AR, so resource production is different. However in both cases you get out almost the same resources (second variant slightly better), and your growth calculation is wrong. A planet at 50% produces 16% less pop as planet at 33%, so we're not talking about 50k vs. 30k but 50k * 6 = 300k vs. 42k * 8 = 336k or 11% more. Still there's the question about value of those two planets you maxed out and Kotk didn't but IMO the difference couldn't be so big to make first variant better.
BR, Iztok

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Re: Colonizing Planets Mon, 22 March 2004 05:36 Go to previous messageGo to previous message
Staz is currently offline Staz

 
Lieutenant

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Yep, I've rechecked and my growth figures were wrong. It was late at night here when I wrote that Bored

The two maxed out planets are already taken into the calculation (it's the 10*100 bit in the resource calc).

So all in all, I'm now converted to the "33% is dead" camp.

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