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Population death rate question - rounding Mon, 26 February 2007 17:38 Go to next message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
Registered: January 2007
Location: Seattle, WA

I have the formula for calculating the death rate on a red/yellow world, but I don't understand the rounding.

Is it
a) Always round up to next 100?
b) Randomize chance of extra 100 based on fraction of 100 that was calculated?
c) Something that remembers when the last time it rounded up was?

For a concrete example, consider 5000 colonists on a -10% world. That would be 50 deaths/year. Does it actually kill
a) 100/year,
b) have a 50% chance of killing 100 each year,
c) go 100, 0,100, 0, etc.

Thanks in advance!

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Re: Population death rate question - rounding Mon, 26 February 2007 17:46 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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It kills 50 per year, the reported population is (I'm fairly sure) rounded down to the nearest 100, and if less then 100, the world is abandoned/killed off.

I have thought I've noticed problems with this interpretation: colonizing a red world and it doesn't always seem to lose pop the first turn. It could be that I didn't notice the loss and noticed that turns 2-n didn't have losses (which is what I'd expect to happen). I haven't tested it thoroughly however.



- LEit

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Re: Population death rate question - rounding Mon, 26 February 2007 19:50 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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What I have noticed, when using a yellow to do some popdrop tech xchange, is that 100 pop on a -5% might indeed survive a dozen turns or more before actually getting killed. Regular change of ownership might be complicating things, tho. Sherlock Whip


So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Population death rate question - rounding Mon, 26 February 2007 20:04 Go to previous messageGo to next message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

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I did a test on this using Battlesim, colonizing all the reds in the galaxy. This wasn't pop-drop tech trading, but from what I found, even on a -45% world, 100 pop should survive 24 years. On a -15% planet, they survived 98 years. I don't know about the formulas and such, but I can send the chart I made if anyone would like.


Yeah, bread too.

Don't Let the Stars! Fade Away

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Re: Population death rate question - rounding Mon, 26 February 2007 20:22 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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Iconian wrote on Tue, 27 February 2007 02:04

I did a test on this using Battlesim, colonizing all the reds in the galaxy. This wasn't pop-drop tech trading, but from what I found, even on a -45% world, 100 pop should survive 24 years. On a -15% planet, they survived 98 years. I don't know about the formulas and such, but I can send the chart I made if anyone would like.


So, it would seem it is deterministic, and not random at all? Sherlock



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Population death rate question - rounding Mon, 26 February 2007 21:16 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Correct. IIRC, I read Stars keeps track of the population on a world right down to the individual. Which seems borne out by the results above.

Supposing deaths are rounded to the nearest individual, then after 98 years starting with 100 pop on a -15% world you would expect 1 person remaining (2 dead in first year with 1.5 rounded up, then 1 per year.)

If that was actually WP0 colonise, rather than a WP1, that would explain the 1 year/1 colonist discrepancy, as the colonisation year would actually be the 99th year.

This also demonstrates that it appears stars rounds the population UP to the nearest 100 for purposes of resources etc, not DOWN.

...

That 1 last colonist must be very lonely... Also very busy - not only does he get rounded up to display as 100 people, if he was part of a HP race, he would even be doing as much work as 2500 people! He also operates one factory and one mine all by himself! 3 resources from 1 colonist! Poor little thing probably dies of stress, not from poor hab.

If he was a late game low-divisor AR he could be even busier - he could produce roundup(sqrt(100*26/7))=20 resources all by himself! Uber-Colonist!
EDIT: Well... He is on a red, so actually that'd only be 5 resources... 20 if you shipped him to a 100% green Smile


[Updated on: Mon, 26 February 2007 21:29]

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Re: Population death rate question - rounding Tue, 27 February 2007 00:49 Go to previous messageGo to next message
Ptolemy is currently offline Ptolemy

 
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It's also a nice way to get free pop - if you transport that 1 colonist from the surface, he gets cloned 99 times and you get 100 of him in the ships hold Very Happy Very Happy Very Happy

Ptolemy




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

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Re: Population death rate question - rounding Tue, 27 February 2007 02:24 Go to previous messageGo to next message
gwellman is currently offline gwellman

 
Petty Officer 1st Class

Messages: 66
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Location: Seattle, WA

Thanks for the details, but I'm still confused as to what this means for tech trading via a planet that is yellow/red for both players.

If you really can have less than 100 pop on the planet but it shows up as 100, then one should be able to tech trade on a yellow/red with the exact same numbers that you'd use for a green - except once in a long while you'd have to drop an extra 100.

E.g. say it's a -10% world
turn 0, waypoint 1, player 1 colonizes with 100.
turn 1, waypoint 0, player 2 invades with 200. Result pop 100.
turn 1, pop/grow die, one dies. 99 left (reported as 100).
turn 1, waypoint 1, player 1 invades with 200. Result pop 101 (reported as ?)
turn 2 waypoint 0, player 2 invades with 200. Result pop 99 (reported as 100).
turn 2, pop/grow die, one dies. 98 left (reported as 100).
turn 2, waypoint 1, player 1 invades with 200. Result pop 102 (reported as ?)

So, you could go 50 turns before player 2 would need to put an extra 100 down. Or does each sucessful invasion round off to an even 100? (In which case you'd never have to add extra.)

Now this has me wondering about even greens - if one player grows a little, even a single person, each time, then eventually they will have 200, and the next waypoint 1 invasion will fail. Again, only if sucessful invasions don't round off.

Is this known behavior?

Thanks!

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Re: Population death rate question - rounding Tue, 27 February 2007 04:39 Go to previous messageGo to next message
Micha

 

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Sorry, not offering solutions, merely complicating things. Wink

gwellman wrote on Tue, 27 February 2007 08:24

turn 0, waypoint 1, player 1 colonizes with 100.
turn 1, waypoint 0, player 2 invades with 200. Result pop 100.
...

Invader has attack bonus, so result on surfaces is "more than 100". Nod

mch

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Re: Population death rate question - rounding Tue, 27 February 2007 06:09 Go to previous messageGo to next message
m.a@stars is currently offline m.a@stars

 
Commander

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gwellman wrote on Tue, 27 February 2007 08:24

Thanks for the details, but I'm still confused as to what this means for tech trading via a planet that is yellow/red for both players.



Well, yes, your example more or less jibes with my experience... Rolling Eyes

If the yellow is a bit too red (say, -10% or more) the 100 pop will certainly die before long, perhaps as soon as within 20 turns. Sad

OTOH, if you use a green, the 100 pop will grow too, perhaps as much as another 100 in just 20 turns... Confused

All of the above with regular popdrops, of course.

So, you gotta be careful, and if possible testbed beforehand, and even so, things with techtrading are scarcely deterministic anyway. Twisted Evil



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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Re: Population death rate question - rounding Tue, 27 February 2007 11:16 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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My solution to avoid losing the colony is to drop 300 pop, if you're doing both waypoint 0 and waypoint 1 drops, the owner at the end of each turn should make sure there are only 100 pop on the surface. Then the waypoint 0 drops 300, leaving 200 (approximately), and then 100 may die off. Then the waypoint 1 drops 300, leaving 100 (although sometimes they end up with 200, and have to manually lift 100).

If either is IS or WM things get a little more complex, but not too bad for the IS cases:

IS and IS the waypoint 0 drops 400, leaving 200 on the ground, the waypoint 1 needs to drop 500.

IS and another PRT (non-WM) should have the IS doing waypoint 1 drops, the waypoint 0 dropper needs to drop 400.

I'm not sure about WM pop dropping, the 1.65 attacker bonus is complex to figure out and it needs testing before use, but this is what I think should happen. I've been proven wrong many times before, so test before you try:

IS and WM: WM drops 300 at waypoint 0, leaving 200, IS drops 300 at waypoint 1. The WM bonus might leave 300, which would mean the IS drop would kill the colony, I'd want to test this more before actually doing it. If that happens, the IS should drop 400, and will have to manually lift pop a lot of the time.

WM and WM: waypoint 0 drops 300 leaving 200, waypoint 1 drops 300, leaving 200.

WM and another PRT should have the WM doing waypoint 1 drops with 300 pop. (200 might be enough)



- LEit

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Re: Population death rate question - rounding Tue, 27 February 2007 14:28 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

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Hi!
LEit wrote on Tue, 27 February 2007 17:16

... the owner at the end of each turn should make sure there are only 100 pop on the surface.

Not necessary. The owner of the planet can "WP-0 by hand" lift ALL population (0 left), the other party drops "WP-0 by hand" 100, and the ground combat occurs with 100 survivors.

've done such a tech-trading with a 3-immune HE as a second party, so never lost a planet by pop dieing off.

BR, Iztok


[Updated on: Tue, 27 February 2007 14:32]

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Re: Population death rate question - rounding Wed, 28 February 2007 14:06 Go to previous messageGo to next message
Marduk is currently offline Marduk

 
Ensign

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Ptolemy wrote on Tue, 27 February 2007 00:49

It's also a nice way to get free pop - if you transport that 1 colonist from the surface, he gets cloned 99 times and you get 100 of him in the ships hold Very Happy Very Happy Very Happy

That's usually referred to as a transporter accident.

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Re: Population death rate question - rounding Wed, 28 February 2007 16:51 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Marduk wrote on Thu, 01 March 2007 06:06

Ptolemy wrote on Tue, 27 February 2007 00:49

It's also a nice way to get free pop - if you transport that 1 colonist from the surface, he gets cloned 99 times and you get 100 of him in the ships hold Very Happy Very Happy Very Happy

That's usually referred to as a transporter accident.


More to the point, that end-game AR colonist I mentioned could use this as a means to live forever! He just has to build a space dock and a coloniser every 98 years, then have a transporter accident and recolonise with all his copies. It's a little bit like the end of 2001: A Space Odyssey, except with more babies.


[Updated on: Wed, 28 February 2007 16:55]

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Re: Population death rate question - rounding Wed, 28 February 2007 22:14 Go to previous messageGo to next message
Kotk

 
Commander

Messages: 1227
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iztok wrote on Tue, 27 February 2007 21:28


Not necessary. The owner of the planet can "WP-0 by hand" lift ALL population (0 left), the other party drops "WP-0 by hand" 100, and the ground combat occurs with 100 survivors.


I had impression that "WP-0 by hand" cargo transfer orders are randomized?
Does lifting really occur before dropping?
In other words i believed that lifting has to be made with "WP-0 by hand" and dropping with "WP-0 by WP task" if that schema is used?

People often play their turns in hurry and between other things done. few pop on few planets are not worth the cooperative manual effort of 2 players, WP1 dropper usually automates and every-turn-effort of WP0 dropper is plenty.

In that light ... i typically suggest 200 pop on ground and 400 pop drops where WP0 dropper adjusts the amounts dropped (at cases people on ground die to 100 or WP0 dropper forgot to drop for a turn and the like).

If someone loves the nano management pain then they (even 5% HE) can handcraft all over 25% hold colonies to grow ~200 pop more by hitting the tips of the pop-growth saw-tooth. Wink nano MM-er olympics victory goes of course to IS who manages to hit the sawtooths with his overflowed pop at all the planets and with taking into account any possible terraform done. Laughing


[Updated on: Wed, 28 February 2007 22:36]

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Re: Population death rate question - rounding Thu, 01 March 2007 00:22 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
Commander

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Hmm, although I think those saw tooths are not quite as real as they at first appear - because Stars is tracking the exact population at the colony, not by the 100.

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Re: Population death rate question - rounding Thu, 01 March 2007 11:13 Go to previous messageGo to next message
LEit is currently offline LEit

 
Lt. Commander

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Kotk wrote on Wed, 28 February 2007 22:14


I had impression that "WP-0 by hand" cargo transfer orders are randomized?
Does lifting really occur before dropping?

All manual movements happen, then
WP0 drops, then
combat.

So it should work.



- LEit

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Re: Population death rate question - rounding Thu, 01 March 2007 13:00 Go to previous message
Iconian is currently offline Iconian

 
Officer Cadet 2nd Year

Messages: 233
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Quote:

If someone loves the nano management pain then they (even 5% HE) can handcraft all over 25% hold colonies to grow ~200 pop more by hitting the tips of the pop-growth saw-tooth.


Yes, I used to do that. Now I just use a calculator and don't worry about the little randomness involved.



Yeah, bread too.

Don't Let the Stars! Fade Away

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