Forum: The Academy
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Topic: Disposable income
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Disposable income |
Mon, 02 March 2020 04:44 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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There are more than a few guides and posts around the place that make reference to the concept of "disposable income". Some people don't entirely understand what that is, and I must confess I didn't really get it - at least in the case of AR - until relatively recently. So, I'm writing a bit about it.
What is disposable income? It's the portion of your resources (both in the strict Stars! sense and to a lesser degree minerals) that you can throw down the drain (in any of various ways) without adversely affecting your economic growth. You can do anything you like with these resources and your curve won't know the difference (unless you get invaded ).
So, in the strict sense, disposable income is resources you can't spend on your economy. In a slightly looser sense, it's resources you can't spend on your economy with an appreciable rate of return.
What counts as spending resources on your economy? In rough order of directness, and assuming a relatively-standard race:
*Factories (directly gives resources)
*Mines (to improve your mineral output, which improves how many factories you can build)
*Terraforming (to improve your pop growth, which improves your future resources)
*Freighters (up to the amount you need to manage your pop and - for factoried races - Germanium; this is to improve your pop growth and to improve how many factories you can build)
*Colony ships (to give valid targets for your freighters)
*Scouts (to find targets for the colony ships)
*Economic technology research (i.e. that necessary to unlock better terraforming and better freighters, up to the point at which each is sufficient for current purposes)
(Note that some of these also need minerals; those minerals aren't disposable.)
Everything you can't spend productively on any of those is disposable income. In theory, nobody has disposable income until they've maxed out their terraforming tech and have the best freighters possible at maximum miniaturisation, but the last levels of terraforming don't have an especially-high rate of return (unless you're CA) and neither does freighter research beyond "LF that can go Warp 9 with a decent load" or even "privateer that can go Warp 9 without a zillion boosters".
Of course, removing some of these from the equation will increase your fraction of disposable resources. Some examples:
*-f don't need to build factories (which also drastically reduces "economic" mineral demand and thus the need for mines)
*CA don't need to build terraforming
*IFE and HE don't need to research Prop 9 to get "good enough" freighters
And now of course we come to the trap: Alternate Reality.
It's easy to think that AR has a ton of disposable income since they have no planetary installations. It's also wrong. Here's what you can do as AR to better your economy, again in rough order of directness:
*Research Energy (directly gives resources)
*Terraforming (directly gives resources and improves pop growth)
*Colony ships (to spread your population, which directly gives resources, as well as getting more minerals)
*Bigger starbases (to improve your pop growth, which improves your future resources)
*Freighters (to manage your pop and thus improve your pop growth, as well as recycle colony-ship minerals; there's also a direct spreading effect but it's not super-huge)
*Economic tech besides Energy (unlocks terraforming and bigger starbases)
*Remote miners (to get more minerals, although AR's innate mining fulfils most of its economic needs if you're good at recycling)
*Scouts (to find targets for the colony ships)
That's a different list, but it's still quite a list, and two of them (Energy and colony ships) are extremely open-ended and can be built by any planet. In the strict sense, therefore, an AR has zero disposable income until they reach Energy 26 and have colonised every planet available. In the looser sense, they still need to colonise every planet available (Pinta-ing a red has a payback time in resources of ~3 turns + travel time with Ener
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[Updated on: Mon, 02 March 2020 05:12] Report message to a moderator
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Topic: PSA: Galaxy Scoop makes fuel at Warp 9
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PSA: Galaxy Scoop makes fuel at Warp 9 |
Sat, 02 September 2017 21:40 |
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magic9mushroom | | Commander | Messages: 1361
Registered: May 2008 | |
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There has been a statement going around (it was in the wiki, for instance) that the Galaxy Scoop doesn't actually generate fuel at Warp 9. This used to be true, but it was fixed in 2.6j/2.7j RC1; as the only versions still in use are 2.7j RC3 and 2.6j RC4, the Galaxy Scoop does indeed generate 1 mg/ly in current versions of Stars!.
I have edited the wiki article accordingly.
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Topic: Posey excel sheet
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Topic: Funny Bug... when the scannerless is better than the scanner!
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Funny Bug... when the scannerless is better than the scanner! |
Sun, 17 September 2006 11:37 |
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I just looked at my turn in current game (Not Too Busy for Stars). I visited a certain AR world called Deacon, and got pop reading of 246400 from his orbital fort, thanks to a short visit by my flak!
Correction: Turn before my last reading from planet was his former IS buddy (who is dead/has dropped) with that exact pop level so likely artifact reading.
[Updated on: Sun, 17 September 2006 11:42] Report message to a moderator
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Topic: Engine Safe Speed & Battle Speed
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Engine Safe Speed & Battle Speed |
Thu, 06 July 2006 07:20 |
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m.a@stars | | Commander | Messages: 2765
Registered: October 2004 Location: Third star to the left | |
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Greetings, fellow space travelers,
I recently dug out a few tidbits from ancient rgcs posts. I'm posting them here for their possible interest to modders, tinkerers, and/or clone coders.
The Battle Speed for any given engine is determined by its fuel consumption at every warp. The "Best" Speed will be the last warp *before* fuel consumption rises above 120% (as the Stars! helpfile hints). Some rgcs posts mention 125% or even higher, so tests with modded fuelusage tables would be welcome. That "ideal" warp will be used to compute Movement points in the Battleboard.
Battle Movement (for the engine alone) = (ideal_warp - 2) / 4. So, Warp6 gives 1 square of movement, and every warp above it gives another 1/4 square. The full Movement Formula (for a ship design) is outside the scope of this post.
For some engines, that Battle Speed should be 10, but is only 9. Why? Because they're unsafe at warp 10. And it seems "Warp10-safety" is determined thru fuel consumption, too. Thus, any engine that burns fuel over a 105% "safe" rate will be unsafe for Warp10 travel. The cutoff isn't clearly stated, but 108% fuel consumption makes an engine unsafe, so the margins are small.
Enjoy,
So many Stars, so few Missiles!
In space no one can hear you scheme! Report message to a moderator
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Topic: Mineral depletion
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Topic: Disengage in 8 moves
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Disengage in 8 moves |
Wed, 24 November 2004 16:55 |
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LEit mentioned to me that ships disengage after 8 moves rather than 7 as mentioned in the help file. To confirm this I fired up the game and gave it a try - the battle viewer showed my scout with tactic "Disengage in 7 moves", so I thought "phoey - what does LEit know anyway ?".
I've just looked a bit closer, and noticed that after the 1st move the scout still says "Disengage in 7 moves". After that it does count down though. So, LEit was right, and disengaging takes 8 moves. The help file and the battle viewer are wrong
Jason Cawley mentioned this in rgcs on 26 Feb 1997, so it's not exactly news, but I thought it was worth mentioning anyway.
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Topic: Favorite PRT
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Topic: Universe size info
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Universe size info |
Sat, 23 November 2002 02:50 |
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BlueTurbit | | Lt. Commander
RIP BlueTurbit died Oct. 20, 2011 | Messages: 835
Registered: October 2002 Location: Heart of Texas | |
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Picked this up somewhere (newsgroup?) once:
Here is the number of planets / density information for all
universes, credited to Leonard Dickens.
Number of planets in a galaxy.
These numbers are not exact, actual number of planets may vary by
1 in a tiny/sparse, or 6+ in a huge/packed
Number of stars
_____Sparse_Normal_Dense_Packed
Tiny____24_____32____40____60
Small ___96____128___160___240
Medium 216____288___360___540
Large__384____512___640___910
Huge __600____800___940___945
Size
Edge(ly) Area(ly^2)
Tiny 400 160K
Small 800 640K
Medium 1200 1440K
Large 1600 2560K
Huge 2000 4000K
Density of stars (#stars/10000ly^2)
Sparse Normal Dense Packed
T/S/M 1.5 2.00 2.50 3.75
Large 1.5 2.00 2.50 3.55
Huge 1.5 2.00 2.35 2.36
BlueTurbit Country/RockReport message to a moderator
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