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Growth/production boost 
Wed, 03 December 2003 12:56 

LEit   Lt. Commander  Messages: 879
Registered: April 2003 Location: CT  

WARNING: Math follows
There is a way to get a small boost to your freighter growth. I used this quite a bit in RWIAB, and I think the net effect was noticeable.
If you have 1000 pop in orbit, and a 20% growth rate (10% on ships) you will grow 100 pop.
If you fill the freighter with minerals from the ground, and let the overflow go to the ground, that pop will land before production, so you can either get a production boost, or you could lift the 100 pop beforehand, and have the dropping pop replace what you had just lifted.
That 100 can also have the same thing applied to it, the net result is that you could lift 111 pop, and the overflow would replace that.
This gives you a boost to your growth, for a 20% race you can grow at 1/9 instead of 1/10. To ease the shifting of cargo I only did this for full freighters after a while, so a Super Freighter with 2700 pop would load 300.
This small difference (1.11%) adds up over time, in 50 years you will grow 117x for a 10% growth, for 1/9 growth, you will grow 194x. At 70 years you will have 2x the growth of a race that doesn't do this. Only applying it to full freighters will slow that down somewhat.
The general formula for the boost is: 1/(2/pgr1) (pgr is your growth rate  .2 for 20%), but full super freighter calculations are much easier: just pull up what it would grow if full, so for 19% growth, a full freighter will grow 285. Therefore, if your freighter has 2715, pull the 285 from the ground, and the overflow will replace the pop pulled.
In RWIAB I had a 20% IS, one of the big benefits of 20% is that the calculations are easier.
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Re: Growth/production boost 
Wed, 03 December 2003 20:13 

LEit   Lt. Commander  Messages: 879
Registered: April 2003 Location: CT  

A more detailed example:
In orbit you have 3 Super Freighters, holding 4000(00) pop. On the ground you have 11000(00) pop (a 100% world with OBRM, you're trying to hold at 100% and grow in space). When dealing with pop as much as an IS does, you tend to drop the 00 from all numbers. So it becomes: 3 SF with 4000, 11000 on the ground.
If you leave them in the freighters with room to grow, they will grow 400 pop this turn. Giving you 4400 in space, and 11000 on the ground (15400 total)
If on the other hand, you take one SF and split it off, and fill it full, and put 1000 in the other two SF, then the full SF will overflow. Since overflow happens before production (and planetary growth too) you can lift 300 pop into the other freighters. The amount you lifted will be replaced by the overflow. The 1300 in the other freighers will grow 130. This gives you 4430 (3000+1300+130) in space and 11000 on the ground, for a total of 15430).
You can take it even further and split two freighters off, put 4000 pop in there, and lift 444 from the ground, and also lift 1556 in minerals (for a total of 6000 in two SF), the 4444 in space will grow 444 and overflow that to replace the 444 you lifted. At the end of the turn you will have 4444 in space and 11000 on the ground (15444 total).
The following turn you lift another 493, total is now 4937. Then 548 > 5485. Then you lift 609 > 6094. At this point, I would just lift 600 and put 6000 in one fleet and the rest in the other fleet. All that calculating and shifting pop and minerals down to the last one is way too much MM. Lifting 300 per full SF is a bit easier to deal with. If that 300 per fills another freighter, then you can lift another 300.
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Re: Growth/production boost 
Fri, 20 March 2020 23:46 

magic9mushroom   Commander  Messages: 1214
Registered: May 2008  

I spotted an anomaly in the IS freighter growth.
Normally, freighter growth rounds down. However, if the amount of colonists generated is below 1 kT, the amount of colonists generated becomes "1/3"  i.e., it'll generate 1 kT 1/3 of the time and nothing the other 2/3.
With 1 kT of pop, this amounts to 33% freighter growth. So, if you feel like really pushing IS to its limits, stick 100 pop in a freighter when it won't tick over a resource number.
[Updated on: Sat, 21 March 2020 02:20] Report message to a moderator



Re: Growth/production boost 
Sat, 21 March 2020 02:06 

Braindead   Chief Warrant Officer 3  Messages: 194
Registered: April 2005 Location: Seattle, WA  

magic9mushroom wrote on Fri, 20 March 2020 20:46I spotted an anomaly in the IS freighter growth.
Normally, freighter growth rounds down. However, if the amount of colonists generated is below 1 kT, it will round up. So a fleet containing only 1 kT of colonists will grow another 1 kT of colonists per turn i.e. 100% growth rate!
The expense of deliberately building ships to exploit this is prohibitive, not to mention that the fleet limit provides a hard cap on how much pop you can pull out of thin air this way. But, well... here's yet another case where IS's micro ceiling is way off in outer space.
This has nothing to do with IS. What you see is a lucky turn gen. Your colonists grow at their appropriate growth rate, which is a fraction of 1 colonist. So if your freighter growth is 10%, once every 10 turns (statistically) you'll get 1 colonist. Same thing happens on a planet and it doesn't have to be an IS planet.
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Re: Growth/production boost 
Sat, 21 March 2020 02:21 

magic9mushroom   Commander  Messages: 1214
Registered: May 2008  

Your post and my original post were both wrong (hence my edit). I've now tested it extensively; it's 1/3 to get +1kT even with 1kT and 1% growth.
Also, planetary growth has no luck in it. The amount of colonists generated is deterministic; it's just that you can't see the tens and ones digits (and the formula has rounding in it). IS freighter growth at sub1kTgrowth pop, however, is not deterministic.
[Updated on: Sat, 21 March 2020 02:24] Report message to a moderator



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