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Minerals - mining and depletion Thu, 13 October 2005 05:14 Go to next message
mazda is currently offline mazda

 
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Does anybody have any idea how these exactly work ?

Take the following :-

If I mine a 50 conc world with 1 mine then what do you think will happen ?
If I mine a 50 conc world with 5 mines then does the above effect change ?

If I have 10 mines on a world with a conc of 9 then will it ever deplete down to a conc of 8 (or 1 mine on a conc of 90 deplete to 89) ?
Does this tell us anything about depletion ?
If so, then does it say anything about what will happen if we increase the mines to 12, or to 20 ?

I'll give out some answers, and my problems with them, later.

(I'm not after somebody just giving out the standard formulas, because obviously they don't apply, or aren't accurate/correct)


[Updated on: Thu, 13 October 2005 05:17]

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Re: Minerals - mining and depletion Thu, 13 October 2005 13:36 Go to previous messageGo to next message
Kotk

 
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I posted something about it at:

http://starsautohost.org/sahforum/index.php?t=msg&th=241 3

To make a clear example:
colonized is 12 of 100 conc world
built is 30 mines
racial mine efficency is 16 of 10

1) Mining per year is 0.12*1.6*30 = 5.76 thats rounded down to 5 minerals per year.
2) To lower the conc from 12 to 11 you got to mine 456 minerals at mine efficiency 10 (look that post at that link), but you got mine efficency 16 so you will get it after 456*1.6 = 729.6 minerals.
3) At mining rate 5 minerals per year lowering from 12 to 11 will take 729/5 = 145 years.
Cool

(sorry if these are too "standard" formulas but i have tested that they actually apply Confused )


[Updated on: Thu, 13 October 2005 13:41]

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Re: Minerals - mining and depletion Thu, 13 October 2005 18:26 Go to previous messageGo to next message
mazda is currently offline mazda

 
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mazda wrote on Thu, 13 October 2005 10:14

If I mine a 50 conc world with 1 mine then what do you think will happen ?
If I mine a 50 conc world with 5 mines then does the above effect change ?

1 mine at a conc of 50 in theory gives 0.5 kT per year.
Now is this rounded down, or do we get 1kT every two years ?
It turns out it is neither.
What you get is 0 or 1 kT per year that averages out to close to 0.5 per year.
So might get 0 1 1 1 0 0 1 0 1 0 0 0 1 1.

This also applies to the second question.
You get a pattern of 2s and 3s with *an average* that is close to 2.5kT per year, but it never follows any regular pattern.

So any ideas why the part kT mined is following a random probability distribution ?

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Re: Minerals - mining and depletion Fri, 14 October 2005 09:44 Go to previous messageGo to next message
Kotk

 
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Oh now i understand. Smile You wanted exact 1 mineral precision! Stars keeps internally mineral conc depletion progress. Player cant see it nowhere so that thing is hard to use in formulas. That is why "standard" formulas are not accurate. There is ~50 minerals inaccuracy during 100 years but nothing to do.

As analogy player can not see population with full (1 pop) precision (but its there internally). The planet capacity fill percentage is applied with quite low accuracy to that number so pop growth and death follow strange sawtooth curve (and that is also added or substracted with precision of 1). These two factors together make it very hard to predict population at planet with exact 100 precision. No much to do. Nod

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Re: Minerals - mining and depletion Fri, 14 October 2005 12:50 Go to previous messageGo to next message
icebird is currently offline icebird

 
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That raises an interesting question. If I have a red planet with 100 pop and a few die (We can't see it, but say it goes down to 80) and then I load it up into a freighter, does the freighter keep track of the fact that it has only 80 people, or does it round back up to 100?

Can I generate 5 free people every turn? Very Happy



-Peter, Lord of the Big Furry Things

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Re: Minerals - mining and depletion Fri, 14 October 2005 22:09 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Freighter pop is always even 100s.
Planetary pop has amounts between listed and listed + 99. If there is less then 100 pop on a planet, it becomes uninhabited.



- LEit

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Re: Minerals - mining and depletion Fri, 10 March 2006 04:43 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Fri, 14 October 2005 15:44

Oh now i understand. Smile You wanted exact 1 mineral precision! Stars keeps internally mineral conc depletion progress. Player cant see it nowhere so that thing is hard to use in formulas. That is why "standard" formulas are not accurate. There is ~50 minerals inaccuracy during 100 years but nothing to do.

As analogy player can not see population with full (1 pop) precision (but its there internally). The planet capacity fill percentage is applied with quite low accuracy to that number so pop growth and death follow strange sawtooth curve (and that is also added or substracted with precision of 1). These two factors together make it very hard to predict population at planet with exact 100 precision. No much to do. Nod


Just out of curiosity: can somebody explain just how are minconcs and/or actual pop "internally" stored? As I understand it, they should also be present in the m file, right? Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Minerals - mining and depletion Fri, 10 March 2006 06:22 Go to previous messageGo to next message
Kotk

 
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Simple. The mineral conc (displayed) is in one byte and the (not displayed) decimal part is in other byte. Some Jeff-breed algorithm merges them, mines from them and stores back again. Wink The decimal parts are present in m file for the planets where some mining has occured, for rest there is just the displayed conc.

[Updated on: Fri, 10 March 2006 06:26]

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Re: Minerals - mining and depletion Sat, 11 March 2006 04:48 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Fri, 10 March 2006 12:22

Simple. The mineral conc (displayed) is in one byte and the (not displayed) decimal part is in other byte. Some Jeff-breed algorithm merges them, mines from them and stores back again. Wink The decimal parts are present in m file for the planets where some mining has occured, for rest there is just the displayed conc.


Are you positive about the "magic number" being a "decimal part"? I'd have bet the Jeffs would use integer logic for this. Sherlock

I reckon nobody has a clue how that "Jeff-breed" algorithm works? Shocked



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Re: Minerals - mining and depletion Sat, 11 March 2006 17:09 Go to previous messageGo to next message
Kotk

 
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m.a@stars wrote on Sat, 11 March 2006 11:48

Are you positive about the "magic number" being a "decimal part"? I'd have bet the Jeffs would use integer logic for this. Sherlock

I actually think of that as "mining progress". I named it as "decimal part" again as its lot better than "magic number".
There certainly is no magic. Laughing
Quote:

I reckon nobody has a clue how that "Jeff-breed" algorithm works? Shocked
What is so shocking? Players have had no access to that progress byte.

Its been discussed tons of times, and made spreadsheets and what not ... the published algorithms are close enough. From few kT the results differ during 20 years you dont build fleets anyway. Confused


[Updated on: Sat, 11 March 2006 18:56]

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Re: Minerals - mining and depletion Sun, 12 March 2006 04:53 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
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Kotk wrote on Sat, 11 March 2006 23:09

m.a@stars wrote on Sat, 11 March 2006 11:48

Are you positive about the "magic number" being a "decimal part"? I'd have bet the Jeffs would use integer logic for this. Sherlock

I actually think of that as "mining progress". I named it as "decimal part" again as its lot better than "magic number".
There certainly is no magic. Laughing


Heh, I had guessed it would be some "progress indicator" of some kind. Smile


Quote:

Quote:

I reckon nobody has a clue how that "Jeff-breed" algorithm works? Shocked
What is so shocking? Players have had no access to that progress byte.

Its been discussed tons of times, and made spreadsheets and what not ... the published algorithms are close enough. From few kT the results differ during 20 years you dont build fleets anyway. Confused


Makes sense, of course. Still, it would be nice to know it accurately, if only to replicate it reliably. Sherlock



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Re: Minerals - mining and depletion Mon, 13 March 2006 02:40 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
m.a@stars wrote on Sun, 12 March 2006 10:53

Still, it would be nice to know it accurately, if only to replicate it reliably. Sherlock

Most mineral-depletion calculators work very well (within +/- 1% accuracy) down to MC 20. After that: the lower the conc, the bigger the miss. However for game purposes is the upper 20 the most important, below 20 mining goes so slowly, that is no more a game-breaker, and most gamese are usually finished before planets go below 10 anyway.
BR, Iztok

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Re: Minerals - mining and depletion Tue, 14 March 2006 10:43 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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Hi!

iztok wrote on Mon, 13 March 2006 09:40

Most mineral-depletion calculators work very well (within +/- 1% accuracy) down to MC 20. After that: the lower the conc, the bigger the miss. However for game purposes is the upper 20 the most important, below 20 mining goes so slowly, that is no more a game-breaker, and most gamese are usually finished before planets go below 10 anyway.
BR, Iztok


Well, did you play AR? Wink Twisted Evil

I wonder whether depletion by mining robot is the same as for mines.

Also, when you have 2 allied races orbiting the same uninhabited planet, and doing remote mining, how Stars! tracks "partial" mineral units in such case? Does it tracks it for each mining robot fleet separately, or, say, over mineral concentration 1, only the first player that reaches "partial" mineral unit progress completion gets that mineral unit?

Added during editing:
I ask because it seems it is logical that when fleet 1 mines with rate 140kT and another with rate 160kT, fleet 2 would always mine 1kT more than displayed for the low concentration.
Is this correct?


[Updated on: Tue, 14 March 2006 11:23]




WBR, Vlad

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Re: Minerals - mining and depletion Tue, 14 March 2006 11:07 Go to previous messageGo to next message
LEit is currently offline LEit

 
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Since all remote mined minerals are just dumped on the surface, there is no need to keep track of which race did the mining, I'm fairly sure it just has each fleet mine it in turn, and treats it like normal mining otherwise.

Note, fleets cannot remote mine another races worlds, even if the other race is AR and allied.



- LEit

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Re: Minerals - mining and depletion Tue, 14 March 2006 13:07 Go to previous messageGo to next message
Kotk

 
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Tomasoid wrote on Tue, 14 March 2006 17:43

Also, when you have 2 allied races orbiting the same uninhabited planet, and doing remote mining, how Stars! tracks "partial" mineral units in such case?

Partials are tracked together with conc each time mining occurs. Players dont care about that "partial" all they care is how lot LF-s to send. Rolling Eyes
If each of the 4 fleets (2+2) have 4000 mines anyway then players dont care about order too. Very Happy

What matters is that planet is like there was 4 years of 4000 mine mining done with one year. Ironium conc 80 dropped to 37 (62,51,43,37) and ~9500 kT ironium was mined out. Next year 37 drops to 24 and another 5000 kT ironium appears. After conc 24 ARs HW is better target so these guys go away. So answer is 12 LFs if it was ironium the player was after. Smug

Since both allies see whats on ground they also probably worry about grabbing dice (cargo transfer orders sequence is randomised). Laughing

As for HW fountain ... game anyway displays its might. Fleets of tens of LFs are needed each turn.


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Re: Minerals - mining and depletion Tue, 14 March 2006 21:04 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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Quote:

Makes sense, of course. Still, it would be nice to know it accurately, if only to replicate it reliably.


I don't think it's actually necessary to duplicate exactly the method the Jeff's used to track the mineral concentration or pop levels. As long as the functionality of the processes is maintained there is no reason why it can't be implemented more precisely. Since the existing formula for these items applies overall with only slight variations from the mathmatical prediction - just implement the formula and the results will be well within any reasonable tolerance range.


Ptolemy





Though we often ask how and why, we must also do to get the answers to the questions.

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Re: Minerals - mining and depletion Wed, 15 March 2006 04:18 Go to previous messageGo to next message
Tomasoid is currently offline Tomasoid

 
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Hi!

Kotk wrote on Tue, 14 March 2006 20:07

After conc 24 ARs HW is better target so these guys go away. So answer is 12 LFs if it was ironium the player was after. Smug


Why you think only about late game? Wink

Early in the game, when you have little of transports and require minerals for starbase upgrades and further expansion, you usually build heavy mining robots which you cannot move, and which often mine planets with concentrations lower than 20. Not building them for AR means too bad start. After you have better mining robots, you usually do not move old ones so they stay and work over that lower concentration anyway.

Also, there are persons around that like AR without ARM Cool




WBR, Vlad

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Re: Minerals - mining and depletion Wed, 15 March 2006 05:37 Go to previous messageGo to next message
iztok is currently offline iztok

 
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Hi!
Tomasoid wrote on Wed, 15 March 2006 10:18


Early in the game, when you have little of transports and require minerals for starbase upgrades and further expansion, you usually build heavy mining robots which you cannot move, and which often mine planets with concentrations lower than 20.

If my AR colonizes some good planets with low iron, AND there are other colonies with really high iron, I might consider building SOME con-7 elec-5 mining robots. However at that time my AR is on the race to con-12, so those robots will be outdated in less than a decade, what makes them quite pointless to build. In those few years they will barely return the iron, that was spent for them.
BR, Iztok

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Re: Minerals - mining and depletion Wed, 15 March 2006 05:40 Go to previous message
Kotk

 
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Tomasoid wrote on Wed, 15 March 2006 11:18

Also, there are persons around that like AR without ARM Cool

I am one of them. Very Happy
I try to have one miner design for whole game:
mini miner with QJ5, Robo Super, empty, empty
tech needed is C12 L6 so ... from docks no miners can be built howeer with ultra tech these come too.
mass is 324 so ... losses at 300/500 gate are minimal.
I have no other miner design.

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