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Re: Best way to make a -F IS Sat, 04 August 2007 14:05 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Dogthinkers wrote on Sat, 04 August 2007 13:13

...don't forget that even with maxxed tachyons you are stil only 15% effective at scanning for 98% cloaked fleets


I believe this is wrong. Tachyons max out at 81% cloaking effectiveness. A 98% cloaked fleet is only 80% cloaked against maxxed tachyons (0.81x0.98).

A single peerless scanner with tachyons would see a cloaked fleet at 100 lys. A nub with a stack of 3 peerless would see a cloaked fleet at 130lys. A nub with 3 peerless and 3 elephant would see a bit further plus see cloaked fleets over a planet at 50 lys.

In the end you can fit a nub with all the necessary cloaks and tachyons and still have room for two stacks of scanners (elephant and peerless). These make it impossible to sneak up on and in practice it makes the enemy avoid wasting resources on cloaking so that you actually see what is going on out to 260lys even over planets.

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Re: Best way to make a -F IS Sat, 04 August 2007 14:11 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Dogthinkers wrote on Sat, 04 August 2007 12:59

So that'd be a desire to fill in X-1, so the freighter is full the year before it arrives, so it overflows on arrival (boosting production) Cool


Production occurs before battle and if your freighters are destroyed in battle, no colonists get beamed down, so I don't think they can boost production if they arrive in waypoint 1. I am not clear why they would be able to beam down at all although I do think that occurs. (I usually leave more breeding room in my tranport convoys so I don't have excess waypoint 1 pop very often but I think I have seen it happen.)

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Re: Best way to make a -F IS Sat, 04 August 2007 14:14 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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velvetthroat57 wrote on Sun, 05 August 2007 04:11

Production occurs before battle and if your freighters are destroyed in battle, no colonists get beamed down, so I don't think they can boost production if they arrive in waypoint 1. I am not clear why they would be able to beam down at all although I do think that occurs. (I usually leave more breeding room in my tranport convoys so I don't have excess waypoint 1 pop very often but I think I have seen it happen.)



Population growth in freighters (including overflow) occurs before production.

Here is the link to the order of events:
http://starsautohost.org/sahforum/index.php?t=msg&th=238 6&start=0&rid=326&S=3f4f80ceacd589c25604e646ab8f b5fe

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Re: Best way to make a -F IS Sat, 04 August 2007 14:23 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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velvetthroat57 wrote on Sun, 05 August 2007 04:05

I believe this is wrong. Tachyons max out at 81% cloaking effectiveness. A 98% cloaked fleet is only 80% cloaked against maxxed tachyons (0.81x0.98).

A single peerless scanner with tachyons would see a cloaked fleet at 100 lys. A nub with a stack of 3 peerless would see a cloaked fleet at 130lys. A nub with 3 peerless and 3 elephant would see a bit further plus see cloaked fleets over a planet at 50 lys.

In the end you can fit a nub with all the necessary cloaks and tachyons and still have room for two stacks of scanners (elephant and peerless). These make it impossible to sneak up on and in practice it makes the enemy avoid wasting resources on cloaking so that you actually see what is going on out to 260lys even over planets.


Yes, my bad, I think you are right. I'll adjust my original post, don't want to leave bad info out there

But still. We shouldn't really be assuming peerless scanners anyway - it's el24. A stack of three Eagle eye scanners gets us 440ly, about 88ly then against a max cloaked fleet. Still short of the magic 100ly, and expensive to form a network of scanners to watch a whole border. Same ship with NAS scans 176ly, so my point still stands. A ship with five Eagle eyes can see 100ly though... But again, we need high tech for this - nubians to get max tachyons, so even this much is only possible with con26. NAS is definately still usefull for IS.

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Re: Best way to make a -F IS Sat, 04 August 2007 14:25 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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velvetthroat57 wrote on Fri, 03 August 2007 02:43


Determine the level of pop you want to keep on the planet during the build up. (These are the ones that actually generate resources to keep your empire going.)

Set the planet pop to that level and load the extras to space.

Repeat every year until the desired number of people exist.


Something that I learned from Micha in Babylon: Take pop down to your hold level but fill the rest of the freighter with minerals so that overflow pop gets beamed down every turn. Pop growth occurs before production! That way the newly bred space pop is producing resources. Talk about child labor... Wink

They´ll also grow again during the planetary pop growth stage of the turn so be careful that you stay below your intended optimal growth level.

It´s more MM but not a lot more than manually uploading the pop every turn which you want to do anyway.


[Updated on: Sat, 04 August 2007 14:27]

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Re: Best way to make a -F IS Sat, 04 August 2007 14:30 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Skaffen wrote on Sun, 05 August 2007 04:25

Something that I learned from Micha in Babylon: Take pop down to your hold level but fill the rest of the freighter with minerals so that overflow pop gets beamed down every turn. Pop growth occurs before production! That way the newly bred space pop is producing resources. Talk about child labor... Wink


Yup, and it gets even better: not only is freighter growth+overflow before production... It's before planetary population growth too. Laughing

So that population that overflows, gets to grow a second time. I guess that must be the elderly population being retired back to the planet to 'stud' Very Happy

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Re: Best way to make a -F IS Sat, 04 August 2007 14:35 Go to previous messageGo to next message
Skaffen is currently offline Skaffen

 
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Dogthinkers wrote on Sat, 04 August 2007 20:23


But still. We shouldn't really be assuming peerless scanners anyway - it's el24. A stack of three Eagle eye scanners gets us 440ly, about 88ly then against a max cloaked fleet. Still short of the magic 100ly, and expensive to form a network of scanners to watch a whole border.


That´s what the speed bumps are there for... Wink 88ly means warp 10 so that a 15 ly radius field gives 89.5 chance of hitting the speed bumps. Even warp 8 is 66.3% for that field.

Tachyons will certainly make sneaking up into the field without sweeping to stay undetected before the final jump much more difficult.

Those numbers are for SS of course, other races will have even higher chances of being stopped.

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Re: Best way to make a -F IS Sat, 04 August 2007 16:23 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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[quote title=Skaffen wrote on Sat, 04 August 2007 14:25]
Quote:

Something that I learned from Micha in Babylon: Take pop down to your hold level but fill the rest of the freighter with minerals so that overflow pop gets beamed down every turn. Pop growth occurs before production! That way the newly bred space pop is producing resources. Talk about child labor... Wink

They´ll also grow again during the planetary pop growth stage of the turn so be careful that you stay below your intended optimal growth level.



I didn't want to scare anyone with that tidbit. Making orgies over 40+ worlds is enough of a pain.

But you are correct. You can get 12% growth in orbit using this technique. The 10% growth in space drops to the surface (assuming no excess cargo room) and then that 10% grows at 20% (assuming a 100% world at less than 25% capacity and 20% PGR) to give you 12% more colonists than you had the year before.

To have 100% world at 300% capacity and a maintenance orgy overhead (at 20% PGR), what you actually need is 3,034,900 colonists on the planet and 2,651,000 in orbit.

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Re: Best way to make a -F IS Sat, 04 August 2007 19:20 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I found 1 in 5 to be quite generous in planet number and quality. I personally like going with temp immune that way my two useful terrafroming directions are cheap. I tech to the sub galactic fuel scoop instead of the rad, I save the rad for cheap early warships and perhaps even scouts.

I'm still testing to see if 900 pop eff is better than 20% PGR.

The technique of colonizing worlds that I'll eventually use was GREAT! By the time they turned yellow they had like 4 or 5% left on them! Thanks! I'll make that a standard practice from now on.

About what year should I start creating freighters for a pop fountain?

I've found that since I don't usually catch the population soon enough with freighters that I build several PVT's with 3 cargo pods and whatever engine I've got. Usually they don't go anywhere and I name them "Capacitor", and store my overflow in that fleet until I've got larger freighters. So far it's generally just boasted my HW pop growth to like ~75,000 per year.


Edit: I hadn't noticed the 2nd page so my comments are a little behind the conversation.


[Updated on: Sun, 05 August 2007 04:39]




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Re: Best way to make a -F IS Sat, 04 August 2007 22:40 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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Captain Maim wrote on Sat, 04 August 2007 19:20

About what year should I start creating freighters for a pop fountain?


It depends a lot on the particular game. You want to expand like any other race as long as there is space to be had. How long you get to do that depends on how far away neighbors are and how aggressively they are expanding towards you. Once you have stopped expansion and the breeder worlds creep up to 32%, you probably want to start colonizing the reds that will be green someday and filling in any small greens. Then once that is done, let the breeders creep up to 50% full and then start making orgies at the breeders. Once the orgies are big (but nowhere near their final sizes, say around 1M), I would colonize any other worlds in my space to make sure they stay mine and set up medium freighter size orgies over all the reds/yellows to keep them topped off. Then go back to making babies until the 6M mark is reached.

Some games I have started orgies in the 30s while other games I haven't gotten going until the 50s. The important thing is to not start them until there is little else the pop can be doing except overcrowding your breeders. When that starts to happen, start the orgies.

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Re: Best way to make a -F IS Sun, 05 August 2007 04:39 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I see.


I regularly triple pop my reds or yellows at 165,000 pop or more, more like 180,000 just so I don't have to worry about them for 10 or 15 years before putting more pop on them. Holding at 5% is silly, since tripling the 5% red capacity is easy and with OBRM and 1000 pop eff you get 110 pop only resources per red. Which means you can terraform at 1% per year, or there abouts.

I only say this cause some time back I recall someone saying he only puts 50,000 or 55,000 on his reds/yellows. I always put the maximum I can on them, and as they mature into greens I pile more pop on them so they're running at peak efficiency for further terraforming.

Thanks for the tip on not starting the orgies until the pop starts to backwash. That's about what I figured. Though I usually keep a small one at my HW, just to boost my growth beyond 20%.

I didn't know that I could get double growth if I filled the freighters.. I noticed I had more people, but I didn't know that was the reason. When I did my benchmarks of 31 years, I didn't use that method, just let them grow in space and added the overflow from a 50% HW to the space growth. I think that took about 26 years or something close to the advertised prize to mature 12 SF's with no cargo pods.



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Re: Best way to make a -F IS Sun, 05 August 2007 19:28 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Yes, overpopping reds is nice, because you just suffer population loss based on the inhabitability, not from overcrowding - and this is often less than you would by overpopping a green. And that's before you even consider the advantage of turning a world green in half the time (and thus being able to start growing population...)

Once my breeders are at ~33% I wouldn't hesitate to overpop the yellows. Good yellows I'd overpop even sooner.


[Updated on: Sun, 05 August 2007 19:29]

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Re: Best way to make a -F IS Sun, 05 August 2007 20:11 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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It also gives you a nice jumpstart on pop when they DO go green.


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Re: Best way to make a -F IS Sun, 05 August 2007 21:02 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Captain Maim wrote on Mon, 06 August 2007 10:11

It also gives you a nice jumpstart on pop when they DO go green.
Clearly not micromanaging your pop enough, Captain. Surely the freighters timed to arrive the year it becomes green will contain the optimum population for the world? Razz

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Re: Best way to make a -F IS Mon, 06 August 2007 03:35 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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Riiight... The idea'd never occurred to me. But then I'm still learning, hence this thread. Razz


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Re: Best way to make a -F IS Mon, 06 August 2007 04:56 Go to previous messageGo to next message
Soobie

 
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Dogthinkers wrote on Mon, 06 August 2007 10:32

Captain Maim wrote on Mon, 06 August 2007 10:11

It also gives you a nice jumpstart on pop when they DO go green.
Clearly not micromanaging your pop enough, Captain. Surely the freighters timed to arrive the year it becomes green will contain the optimum population for the world? Razz

... yes, like in my current game when I had 165K of pop on the ground, and it turned green at 7% so I started losing even MORE pop because of overcrowding deaths instead of hab death. Must've been one helluva concert to kill all those tourists. Cool

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Re: Best way to make a -F IS Mon, 06 August 2007 22:23 Go to previous messageGo to next message
Dogthinkers is currently offline Dogthinkers

 
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Soobie wrote on Mon, 06 August 2007 18:56

... yes, like in my current game when I had 165K of pop on the ground, and it turned green at 7% so I started losing even MORE pop because of overcrowding deaths instead of hab death. Must've been one helluva concert to kill all those tourists. Cool


Which leads to another couple of tips...

You'll probably just sit on those population losses and overpop the 7% anyway, to develop it faster, so no big problem.

When terraforming a red / yellow that you expect will experience this problem (where you'll suffer greater losses without getting greater resources in return, while you get a bit of green-terraforming done), then push a few near-complete terraforms to the back of the queue. When you have enough of these saved up to squeeze through the 'hump', put them back to the front of the queue and jump through those dangerous years all at once. A bit of extra MM... Won't really save you much either (a few thousand population, maybe.) But fun for the MM addicts, on the rare, rare occaisions this might actually help.

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Where do you hold Wed, 08 August 2007 17:56 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Right as others have already pointed out – the best use for your pop is out getting more planets NOT sat in ships over your existing ones
And I have pointed out that you should try to get 30% capacity in all worlds (assuming 1 immunity) before having ships in orbit.
But assuming that you have nowhere else to expand and/or that your boarder planets are providing enough pop for your expansion drive what should you do with your “core planets”.

The 33% Vs 50% hold debate. At 50% you get 34% more resources (500 Vs 330) and (using a 100% world for comparison) at 33% you would get 23% more pop (770 Vs 600). So on high % cap worlds the next thing is to let them rise to 50%. This gives the best increase in resources for decrease in pop growth ratio.

On a worse hab world (say 50%) the figures change a bit. At 50% cap you get 34% more resources (250 Vs 165) at 33% you get 34% more pop (250 Vs 165). So for planets down at 50% or below it is worth sticking a bit of pop in orbit at 33% hold as it gives you the best decrease in resources for increase in pop growth.

*Warning Digression* - actually in raw numbers it is exactly the same reduction in resources for increase in pop as a 100% world. But as a percentage it is better and so will enable that world to fill/overfill quicker for less resource loss. *end digression*

What is then interesting is that as both setups get more pop in orbit the % increase in pop from being at the lower hold rate drops (not the raw numbers – the %).
This means that for 100% worlds go directly for 50% hold. For 75% worlds put about ˝ the difference between 33%&50% in orbit before growing to 50% level and for worlds below 50% put the whole difference (even a bit more) before growing to 50% hold.



Joseph
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Above 50% Wed, 08 August 2007 18:01 Go to previous messageGo to next message
joseph is currently offline joseph

 
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After hitting 50% cap across your empire. (normally I am avoiding mentioning the bonus overflow pop thing for sake of simplicity - assume that you should do it unless I say don't).

Where do you put the extra pop next? - well I find it better to think of all my ship population as one big mass as long as it has spare cargo space to fill in transit it doesn't really matter where it is (I know with overflow rather than 10% it grows at 11% when in orbit of a world).

So once you have "enough" in obit (this will depend on how big the game how aggressive your neighbours are, your play style etc etc) where should you drop your pop?

-First any red/yellow should be at 100% (good yellows you can stick on 300% in order to terraform them as others have mentioned.

-Then the lowest greens (it is worth moving pop that are over good greens to nearby worse greens) don't drop pop onto them let the overflow rapidly build them up to 100%

-Then all your greens that are not breeders (again to 100% again moving your pop from the breeders orbit to the green orbit).

While all this has been going on your total pop in orbit should have been increasing so that "enough" is approaching "plenty". At about the time that your last few non breeding greens where approaching 100% you should make all your reds 300%. (this is because the deaths on a 300% red are so much lower than the reduction in births on a breeder that even though the overpop only works half as hard it is still a better deal).

Now you have 2 strategies "Quick" or "Current Resources" and you can fit anywhere on the scale between them.
"Quick" means that you add all pop to orbit compounding up and up until you have enough to overfill all your worlds in one big drop (and then enough in orbit to maintain them at 300%).
"Current resources" means you let your overflow land each year and provide you with more resources - the downside is that your orbit pop is not increasing.

My advice wou
...




Joseph
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Re: Where do you hold Wed, 08 August 2007 22:37 Go to previous messageGo to next message
velvetthroat57 is currently offline velvetthroat57

 
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joseph wrote on Wed, 08 August 2007 17:56

The 33% Vs 50% hold debate. At 50% you get 34% more resources (500 Vs 330) and (using a 100% world for comparison) at 33% you would get 23% more pop (770 Vs 600). So on high % cap worlds the next thing is to let them rise to 50%. This gives the best increase in resources for decrease in pop growth ratio.


I agree with letting high hab worlds go to 50% capacity before starting orgies but I don't think it gives "the best increase in resources for decrease in pop." I do it because I don't want my empire to fall behind while the orgy grows but if you are assured a couple decades of peace, I think a hold at 35% on a 100% world (wirh 20% PGR) actually gives the best resource integral, that is it prodices the most resources on the planet while creating enough people to transition to 300% capacity plus maintenance orgy.

It is complicated to determine the optimal hold level. It actually depends on both the PGR of the race (which doesn't change for a given game admittedly) and the habitability of the world (which should improve over the years). For example, a 20% PGR race with a 90% world would maximize resources with a 30% capacity hold level, but a 19% PGR race would do better with a 32% hold level.

The lower the hab, the lower the optimal hold level. By the time you get down to 70% hab, the optimal hold level is down to 25% and you are just maximizing pop growth.

The problem is that leaving most of your empire are 25%, even though it makes more resources long term, leaves you with almost no resources for anything else since the planets generate only half as many resources as they do at 50% and many of those reduced resources are spent building ships in order to keep the planets underutilized. So I bite the bullet and accept suboptimal growth of BOTH population and resources in exchange for a steady flow of resources now to keep me current with other races.
...

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Re: Where do you hold Thu, 09 August 2007 11:31 Go to previous messageGo to next message
joseph is currently offline joseph

 
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Ah you misunderstand me. Assuming you have perfect pop balancing skills and all of your planets have just been filled to 30% at the same time.
At this point any increase in resources that you want can only be done at the expense of population growth (and yes you are right on lower hab worlds you will have made a small sacrifice in pop growth to get from 25%-30% cap as opposed to sticking the pop in orbit).
You need to increase your resources! So we are looking for the cheapest way (in terms of pop growth reduction) to do this.
The cheapest way is to let your best worlds go to 50%.

Compare
by the way I have simplified my numbers slightly AND I have not considered overpoping (makes the maths much more complicated!).
(A 50%Hab world produces 150Kt of pop at 1500pop/30%CAP and it produces the same at 2500/50%CAP)

Starting from 30CAP
If you rise to then hold the 50% Cap world at 2500/50%CAP it takes about 19 years before you can drop obital pop and fill to 100CAP - Resources produced in the 19 years = 4425
If you hold the 50% Cap world at 1500/30%CAP it takes about 14 years before you can drop obital pop and fill to 100%CAP - Resources produced in the 19 years = 4600

However
If you hold the 50% Cap world at 1500/30%CAP -Until you have 1200kT of pop in orbit then - rise to then hold the world at 2500/50%CAP
it takes about 16 years before you can drop obital pop and fill to 100%CAP - Resources produced in the 19 years = 4765


(A 100%Hab world produces 600Kt of pop at 3000pop/30%CAP and it produces the same at 5000/50%CAP)

If you rise to then hold the 100% Cap world at 5000/50%CAP it takes about 10 years before you can drop obital pop and fill to 100%CAP - Resources produced in the 10 years = 5060
If you hold the 100% Cap world at 3000/30%CAP it takes about 8 years before you can drop obital pop and fill to 100%CAP - Resources produced in the 10 years = 4700

However
If you hold the 50% Cap world at 3000/30%CAP -Until you have 2000kT of pop in orbit then - rise to then hold the world
...



[Updated on: Fri, 10 August 2007 04:24]




Joseph
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Re: Best way to make a -F IS Thu, 09 August 2007 19:33 Go to previous messageGo to next message
Captain Maim is currently offline Captain Maim

 
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I barely understood a word you just said. What does "3000/30ĘP" mean? I couldn't interpret any of those. The only thing that made any sense to me was the last part about putting pop in orbit over a 50% cap world.

Me, I usually just breed from the breeders and export to the lower worlds until I fill them to 100% of their capacity to maximize their resources. Well, I can overpop and squeeze out more but I've only been playing from 0 to 50, over popping is 50 to year 100.

Anyway, I use say 2000kt in orbit over my breeders (or more) to boost their growth beyond 20%. So I can export more to the lesser worlds. I suppose when that was done I'd build up orgies over the breeders and split them off as needed to over pop the lesser worlds.

Question: How do I calculate how many pop I need to properly hold a world at 300%? What's the over populating death rate? How does it work? That's something I've been really interested to know so I can compensate for it.



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Re: Best way to make a -F IS Thu, 09 August 2007 20:29 Go to previous messageGo to next message
Soobie

 
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On 200% overpop, you will have overcrowding deaths of 8%.

On 100% overpop you will have overcrowding deaths of 4% of the total pop, with deaths not taking you below 100% capacity (eg: if you have 1,120,000 you won't drop below 1,100,000).

On a 3.3mil, 100% hab world, this is about 264K per year. I say "about" because there is seems to be some rounding error.

Your PGR will determine how many to have in flight.
20% PGR = 10% orbital growth = 2,640,000 in orbit. You can calculate 19% and 18%, I'm sure Smile

Oh, OK ... for 19% its 2,779,000 and for 18% its 2,933,300.

Crowding deaths come after ship overflow so pop on ground is around 3.036mil and orbitals drop 264K. Then you get production. Then 264K of your people die in starving, screaming agony. Again, rounding changes this slightly. I find my pop tends to grow by about 200~300 per turn Mad

Also, to add my 2 cents, I find holding pop at 31.8%, 33.3%, 34.99% or 42.4% for 20% PGR with OBRM and lifting pop until orbital is at 2,640,000, then overflowing until ground pop = 100% full (ie: 1,100,000) then letting the Orbi grow to the needed ~4.5mil and then dropping it all to give 200% overpop all give *roughly* the same resouces (give or take), and do better than others. In exchange, you lose a year to fill, but the difference is more than 2,200 res in favour of those that constantly lift the whole time.

((Granted those *bonus* resources come in the last 8 years, not the first years, when they're most useful. I also find that most of my worlds are sitting at around the 50% mark when I decide to start the process, and that I "seed" the orbitals, by stripping the planets back to ~42.4% - but not doing ALL planets at once - this speeds things up by about 1~2 years ... which is a nice offset for the year lost above ...))

I also find this works well with <100% hab worlds, as the CAGR of the non-100% world is invariably more terrible above 25% than the orbital growth. With less than 100% worlds I tend to hold them at 25% fo
...

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Re: Best way to make a -F IS Thu, 09 August 2007 20:52 Go to previous messageGo to next message
mlaub is currently offline mlaub

 
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Captain Maim wrote on Thu, 09 August 2007 18:33



Question: How do I calculate how many pop I need to properly hold a world at 300%? What's the over populating death rate? How does it work? That's something I've been really interested to know so I can compensate for it.


Death rate is 0.04% per % point over 100% cap. Thus a 200% cap planet is 100% over, and has a (0.04 * 100 = 4%) a 4% death rate. This maxes out at 400% capacity with a 12% death rate. There are a few reasons to have your pop higher than 300%, even though you gain no resources past 300%. You might be protecting a planet against pop drops or packets etc, otherwise there is no real need for it.

note -Peeps work at 50% past the 100% Cap

The Formula ends up being a little weird, because you drop pop on step 7 of the order of events, then production happens on step 12, then pop grows/dies on step 14. So, you never see your planet "fully at 300%". Now, I am no math wizard, but I put together a crappy spreadsheet I attached to my Posey sheet, and this is the formula I used. It might be wrong as I can't remember how far I got...but this is how I did it.

Formula for colonists in orbit would be

((A*B*C)/5000)*D/E

A = Desired capacity (300% = 300)
B = Planet value ( 88% = 88)
C = Max pop of a 100% world (1,000,000 or 1,100,000)
D = Colonist death rate MIN((A-100)*0.04,12)
E = Race growth rate (19% = 19)

Round off the 2 digits left of the decimal, and add '100' to the total. Smile

My actual formula in the excel sheet

=ROUND((((C9*C8*C11)/5000)*C15/C10),-2)+100

Good luck!
-Matt



Global Warming - A climatic change eagerly awaited by most Minnesotans.

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Re: Best way to make a -F IS Fri, 10 August 2007 10:39 Go to previous messageGo to previous message
joseph is currently offline joseph

 
Lt. Junior Grade

Messages: 440
Registered: May 2003
Location: Bristol
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I barely understood a word you just said. What does "3000/30ĘP" mean? I couldn't interpret any of those.


Yep - my bad it pasted in wrong (I have edited the original post).
it should have read "3000/30%CAP" where the 3000 is kT of pop and the second bit reads at 30% capacity.



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

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