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Re: AR overpop oddity Sun, 16 November 2008 04:16 Go to previous message
Marduk is currently offline Marduk

 
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Registered: January 2003
Location: Dayton, OH
magic9mushroom wrote on Sat, 15 November 2008 21:14

But that's exactly it. Read my post again. Drop at waypoint 1 and pick up at waypoint 0 the next turn.

"But 0 comes before 1!" Yes, I should have caught that. Wouldn't be the first time I've gotten into trouble when my brain decides to automatically put numbers in order. Of course I should have tried it out when testing the discovery, too, but I was just thinking in terms of extra scanning for a suspected emergency. Still too pricey for regular use, and if you can't get above double the normal pop limit you may be better off just taking the overpop losses (unless the pop is already traveling and arrives that year, for instance).

Hmm, what about reds, though? The overpop is ignored and losses based on the hab are likely to be much less. Certainly they will be if you go over double the normal limit. Get a -1% red and you can easily afford to keep it at a very high pop, assuming you can spare the pop to get it there in the first place. Okay, that is a good way to exploit this extra scanning! That should make up for mixing up my 0s and 1s (and me a computer programmer - for shame Embarassed ).

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