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AR pop growth Fri, 13 February 2009 12:25 Go to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 2nd Year

Messages: 231
Registered: February 2003
Location: Finger Lakes NY, USA

How do I maximize pop growth for an AR?

I have collected some data, but do not have time to build a test bed, and I am taking over a race and need to get in a turn soon, and I have a lot of cleanup to do.

Basically AP pop growth works the same as that of other races, in that up to 25% of the max pop, the growth formula is:
New pop = Pop * (growth rate/100) * (planet percentage/100)

For 25-33% the rate is reduced (I am not going to get into the math here) such that the rate is reduced, but the overall pop growth number is the about same.

Where AR is different is that the max pop changes with each new type of base.

So do the 25%,33%, etc. numbers still apply to the US and DS? Does anyone have a chart for this?

Basically, I have planets with DS and 2.5 mil pop. I am considering pulling much of the pop into freighters (but not moving them...) to allow the pop to grow. Once I have 3 mil I will drop them back down. While I may not have time for this in the game, I at least want to be able to determine the time vs cost gain, which means I have to have the growth rates correct.

Thanks for any help.

P.S. and on a somewhat related topic, what happens when a planet is 'colonized' with 2 mil pop?

Raindancer

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Re: AR pop growth Fri, 13 February 2009 13:03 Go to previous messageGo to next message
perrindom is currently offline perrindom

 

Messages: 129
Registered: August 2005
Location: Denmark
my very quick answer would be that it is not worth it to temporarily upload pop to increase the amounts of pop grown. The pay-back time in resources is quite long, and when you count in all the things you sacrifice such as more mining, more research, more shipbuilding, it makes it sooooo much more not worth it. All those extra things you could do also has a pay-back of some sort, either minimization cost benefit, more efficient ships, more minerals etc., and most important of all: those extra things are what gives you the stragetic and tactical initiative in the war and the cat&mouse moves on the tactical level.

just my 2c

/Per


[Updated on: Fri, 13 February 2009 13:03]

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Re: AR pop growth Fri, 13 February 2009 13:09 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1190
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

How do I maximize pop growth for an AR

A simple answer is you don't. Very Happy

A more elaborate answer is AR pop management is quite special because if those SQRTs in AR's formulas. With AR you want to maximize resources, and that means spreading pop, not holding it at the 25% of 33% or whatever capacity over few breeder planets.

In your case I wouldn't bother much with lifting the pop from 2.5M DS, because those remaining 0.5M would contribute at energy-26 only 245 resources. If you'd dump those 0.5M pop on two red planets you'd get 200 resources from each, AND some mining, and those two planets denied to your opponents.

If you really feel you need 3M DSs, designate two or three poor DSs for breeders holding them at 1.5M and exporting yearly growth to other DSs.

BR, Iztok

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Re: AR pop growth Fri, 13 February 2009 13:09 Go to previous messageGo to next message
vonKreedon is currently offline vonKreedon

 
Lieutenant

Messages: 610
Registered: March 2003
Location: Seattle, WA USA
As a recent victim of one of Per's AR races I can say with confidence that he's worth listening to on this subject. Twisted Evil

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Re: AR pop growth Fri, 13 February 2009 14:38 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 2nd Year

Messages: 231
Registered: February 2003
Location: Finger Lakes NY, USA

perrindom wrote on Fri, 13 February 2009 13:03

my very quick answer would be that it is not worth it to temporarily upload pop to increase the amounts of pop grown. The pay-back time in resources is quite long, and when you count in all the things you sacrifice such as more mining, more research, more shipbuilding, it makes it sooooo much more not worth it. All those extra things you could do also has a pay-back of some sort, either minimization cost benefit, more efficient ships, more minerals etc., and most important of all: those extra things are what gives you the stragetic and tactical initiative in the war and the cat&mouse moves on the tactical level.



I briefly mentioned above that I am taking over for another player. I have nothing left to research. We are in the nubian era. My miners were killed in a sneak attack, which is probably why the previous player left. I have some planets without enough Ironium to build more than a few miners. On those I am considering lifting the pop to maximize resources for when I can transport minerals. I also have no more planets to inhabit, including reds.

ScramblingDancer

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Re: AR pop growth Fri, 13 February 2009 15:42 Go to previous messageGo to next message
Micha

 

Messages: 2341
Registered: November 2002
Location: Belgium GMT +1
Raindancer wrote on Fri, 13 February 2009 18:25

... I am taking over a race ...


WTH

So the Solari have a new ruler!

mch / Alpha Bits

"What does that spell?"

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Re: AR pop growth Fri, 13 February 2009 16:00 Go to previous messageGo to next message
Raindancer is currently offline Raindancer

 
Officer Cadet 2nd Year

Messages: 231
Registered: February 2003
Location: Finger Lakes NY, USA

Micha wrote on Fri, 13 February 2009 15:42

Raindancer wrote on Fri, 13 February 2009 18:25

... I am taking over a race ...


WTH

So the Solari have a new ruler!

mch / Alpha Bits



I guessed that you would see this! (and I did also post to the game forum....). I will eat Alpha Bits for breakfast! I will avenge the loss of my miners! Twisted Evil (Of course it may take me a few years to rewire the jaws so the Solari can actually chew, and hopefully there will be something left of the Solari empire at that time. Rolling Eyes )

Raindancer the new Solari ruler!


[Updated on: Fri, 13 February 2009 16:47]

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Re: AR pop growth Fri, 13 February 2009 21:17 Go to previous messageGo to next message
AlexTheGreat is currently offline AlexTheGreat

 
Lieutenant

Messages: 661
Registered: May 2006
Location: Sydney, Australia
Raindancer wrote on Fri, 13 February 2009 12:25

Where AR is different is that the max pop changes with each new type of base.

So do the 25%,33%, etc. numbers still apply to the US and DS? Does anyone have a chart for this?

P.S. and on a somewhat related topic, what happens when a planet is 'colonized' with 2 mil pop?

Raindancer


I'm not sure if anyone answered this directly but:

Yes, the 25% etc. applies to the max. pop for the base so, for a DS, you get full growth rate until you hit 750k pop.

If you colonise a planet with 2M pop you will have 1.75M of crowding until you improve the base.

I have a S/S showing resources at various pop levels, planet values & energy levels. Let me know if you want it.

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Re: AR pop growth Mon, 16 February 2009 02:44 Go to previous messageGo to next message
iztok is currently offline iztok

 
Commander

Messages: 1190
Registered: April 2003
Location: Slovenia, Europe
Hi!
Quote:

If you colonise a planet with 2M pop you will have 1.75M of crowding until you improve the base.

And the best thing in Nubian era is: with 2M pop you can build an empty UltraStation on any planet in te very next turn you colonized it, not losing a single pop by over-crowding. Very Happy

BR, Iztok


[Updated on: Mon, 16 February 2009 02:45]

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Re: AR pop growth Wed, 03 October 2012 02:22 Go to previous message
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1183
Registered: May 2008
Huh. I hadn't realised that 500k of working pop could build an US in a single turn, but checking the spreadsheet, it's doable by the time you get Death Stars on big greens. Shocked

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