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Home » Stars! 2.6/7 » The Bar » Planet Value: Yellow to Green
icon5.gif  Planet Value: Yellow to Green Wed, 22 January 2003 21:51 Go to next message
Star Daze is currently offline Star Daze

 
Senior Chief Petty Officer

Messages: 86
Registered: November 2002
Location: Seattle, WA or thereabout...
When you have terraforming and scout a planet, you sometimes see the planet value and the planet's value after terraforming. If you find a yellow planet and you can make it green, i.e. "-5% (55%)", is there a way to predict the first green value as you terraform? For example, you terraform for 4 years at 1% per year until the planet is -1%. The next year the planet goes green, but it isn't 0% or 1%; it may be up around 30%. Is there some calculation for the first green value?
-Star Daze

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Re: Planet Value: Yellow to Green Thu, 23 January 2003 11:18 Go to previous messageGo to next message
freakyboy is currently offline freakyboy

 
Lieutenant

Messages: 583
Registered: November 2002
Location: Where the clowns can't re...

You'll need a hab calculator. A single terraform moves one hab value 1 point towards the middle (thats right isnt it?)

So then you just need to look at which hab value will change, couple into the the other 2 hab values and you should get an idea.

For example if you are bi-immune (it makes this bit easier) and you do some terraforming and the planet was at -1% and you terraform once - the planet should (I think this is right) now be at a value of 66%

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Re: Planet Value: Yellow to Green Fri, 24 January 2003 15:59 Go to previous message
Apelord is currently offline Apelord

 
Master Chief Petty Officer

Messages: 99
Registered: November 2002
The psuedo code for working out hab values was published a few years ago on the NG but I never padi attention to it since you generally do better by getting a world green as fast as possible (building a few factories to speed the process for those really deep yelows), then maxing production and letting it terraform as fast as possible. Remember your yellows are not used for breeders typically and thus managing colonist export from worlds with low hab values doesn't really make much of a difference. (AR's being the exception that proves the rule)




"The object of war is not to die
for your country but to make
the other bastard die for his" -George Patton

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