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Forum: The Academy
 Topic: Disposable income
Disposable income Mon, 02 March 2020 04:44
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
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 Razz).

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
...



[Updated on: Mon, 02 March 2020 05:12]

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 Topic: PSA: Galaxy Scoop makes fuel at Warp 9
PSA: Galaxy Scoop makes fuel at Warp 9 Sat, 02 September 2017 21:40
magic9mushroom is currently offline magic9mushroom

 
Commander

Messages: 1361
Registered: May 2008
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
Posey excel sheet Thu, 21 January 2010 14:38
mlaub is currently offline mlaub

 
Lieutenant

Messages: 744
Registered: November 2003
Location: MN, USA
I have an addition to the "minefield" tab on the Posey sheets. I added a little calculator for single ship minefield damage.

For all you math whizzes out there, please check to make sure I did every thing right.

Also,I might add a multiple design calculator later...

http://www.fileswap.com/share/4b09e6083f35de5fb02c99091a6b48 2e/replacement-minefields.zip.html

-Matt



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

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 Topic: Funny Bug... when the scannerless is better than the scanner!
Funny Bug... when the scannerless is better than the scanner! Sun, 17 September 2006 11:37
multilis is currently offline multilis

 
Lt. Commander

Messages: 789
Registered: October 2003
Location: Edmonton, Canada
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]

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 Topic: Engine Safe Speed & Battle Speed
icon1.gif  Engine Safe Speed & Battle Speed Thu, 06 July 2006 07:20
m.a@stars is currently offline m.a@stars

 
Commander

Messages: 2765
Registered: October 2004
Location: Third star to the left
Greetings, fellow space travelers, Smile

I recently dug out a few tidbits from ancient rgcs posts. Sherlock I'm posting them here for their possible interest to modders, tinkerers, and/or clone coders. Very Happy

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. Whip

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. Sherlock 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, Disco



So many Stars, so few Missiles!

In space no one can hear you scheme! Deal

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 Topic: Mineral depletion
Mineral depletion Wed, 25 May 2005 17:38
Kotk

 
Commander

Messages: 1227
Registered: May 2003
Ages ago Jason Cawley wrote in RGCS newsgroup about minerals per concentration point (if mined with remote miners or 10 efficency mines):

> So my guess is it is supposed to be something like this ->
> con greater than 30 -> 12500 kT * ln (starting con/ending con)
> less than 30, greater than 3 -> 456 kT per point

Later there were made tests that from 4 to 3 and from 3 to 2 were about 1000 kT minerals and from 2 to 1 about 2000 kT of minerals.
On case the mine efficiency is not 10 then these amounts have to be multiplied with mine efficiency/10.
It seemed correct enough back then. Nod

My recent testing however shows that the logarithmic formula does not fit for concentrations above 100. There seems to be like 123 or 124 kT of minerals per point above 100. I am not sure if it was always so or only in latest patches. Confused

The maximum mineral conc possible seems to be 200 (even huge comet does not push it higher). Very Happy

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 Topic: Disengage in 8 moves
Disengage in 8 moves Wed, 24 November 2004 16:55
Staz is currently offline Staz

 
Lieutenant

Messages: 514
Registered: November 2003
Location: UK
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 Smile

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
Favorite PRT Sat, 11 September 2004 05:36
dejan is currently offline dejan

 
Crewman 1st Class

Messages: 25
Registered: August 2004
Location: Belgrade, Serbia, Europe,...


What is your favorite PRT[ 39 votes ]
1. HE 1 / 3%
2. SS 4 / 10%
3. WM 3 / 8%
4. CA 2 / 5%
5. IS 2 / 5%
6. PP 1 / 3%
7. SD 4 / 10%
8. IT 10 / 26%
9. AR 7 / 18%
10. JOAT 5 / 13%

regardless of which prt is the strongest one. Which one you like to play all the time.

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 Topic: Universe size info
Universe size info Sat, 23 November 2002 02:50
BlueTurbit

 
Lt. Commander

RIP
BlueTurbit died Oct. 20, 2011

Messages: 835
Registered: October 2002
Location: Heart of Texas
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/Rock

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