Home World Forum
Stars! AutoHost web forums

Jump to Stars! AutoHost


 
 
Home » Primary Racial Traits » IS » Growth/production boost
Growth/production boost Wed, 03 December 2003 12:56 Go to next message
LEit is currently offline 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/pgr-1) (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.



- LEit

Report message to a moderator

Re: Growth/production boost Wed, 03 December 2003 16:36 Go to previous messageGo to next message
boneandrew is currently offline boneandrew

 
Crewman 1st Class

Messages: 35
Registered: June 2003
Location: Detroit
I'm confused. How can you load people onto a freighter that is already overflowing?

Report message to a moderator

Re: Growth/production boost Wed, 03 December 2003 18:11 Go to previous messageGo to next message
joseph is currently offline joseph

 
Lt. Junior Grade

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

I'm confused. How can you load people onto a freighter that is already overflowing?


The idea is (I think) that you are trying to keep at a set level on your planet ie 33% because you have built that many mines/factories.
You can load more pop than you think you can - because the overflow will replace the men you took from the ground before calculation of production (think of workers beaming down to work at 9.05am but using the extra hour in bed to Embarassed produce babys).
This would work best at levels where pop growth on ground was same with or with out the Loaded pop.

Example (all figures are rough)
50% hold (20%gr)
5000pop produce 500pop growth
Easy Math freigher (Holds 1000tons) is already in orbit and by chance has 900tons loaded.
You have 500 factories(F) and 500 mines(M) (10 per 100pop on each).
So if you loaded 100 tons to make it full then you would only be able to work 490F & 490M.
However - the 100 pop overflow will land before production calculations so you work the full 500 of each.
Also your pop growth will be 500tons because pop growth at 49% and 50% are roughly equal. (does pop overflow come before pop growth on planets? I dont know - will have to look at turn of events list. If it does then you could hold your planets at 30ish% and still get maximal 33% level growth).

Leit - this is a wonderful idea, I have to use it - however it wont help my tendency to only play IS.



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

Report message to a moderator

Re: Growth/production boost Wed, 03 December 2003 20:13 Go to previous messageGo to next message
LEit is currently offline 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.



- LEit

Report message to a moderator

Re: Growth/production boost Fri, 20 March 2020 23:46 Go to previous messageGo to next message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
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 Go to previous messageGo to next message
Braindead is currently offline Braindead

 
Officer Cadet 2nd Year

Messages: 237
Registered: April 2005
Location: Ohio
magic9mushroom wrote on Fri, 20 March 2020 20:46
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, 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! Shocked

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.

Report message to a moderator

Re: Growth/production boost Sat, 21 March 2020 02:21 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
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 sub-1kT-growth pop, however, is not deterministic.


[Updated on: Sat, 21 March 2020 02:24]

Report message to a moderator

Previous Topic: IS Nubian Design
Goto Forum:
  


Current Time: Fri Mar 29 07:02:26 EDT 2024