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Re: pop management, 50% "cutoff" Sat, 24 May 2014 06:02 Go to previous messageGo to previous message
magic9mushroom is currently offline magic9mushroom

 
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mrvan wrote on Sat, 24 May 2014 03:59
I agree with your points and I guess getting better at stars! is to some extend to make those kind of optimization decisions intuitively. Thanks for the detailed explanations.

My thinking was that it is more efficient to have people working in a place with sufficient factories, but I guess it is always long term optimal to have them make new factories somewhere else.

BTW is there a good thread on pop considerations for AR, as I guess it is quite different there because production is multiplied by the hab value ?


More importantly, production is not proportional to pop but to sqrt(pop). This means AR should always flagpost all greens and yellows, as their most productive colonists are the first few and as such they receive direct returns from colonising everything in sight. XAPBob isn't quite right, though, you do want to keep a lot of pop on breeders early on (as it maximises both pop growth and resource efficiency).

I could run an optimisation calc on filling a single world for AR (I don't believe one's actually been done). More than a single world, though... I think it's actually close to irrelevant, strange as that may sound. Once everything reaches 33%, putting extra pop on breeders loses growth (but AR isn't as dependent on breeders to grow pop thanks to their hab-invariant population caps), but putting it on bad worlds loses resource production. And shuffling pop around has its own cost in the thrice-damned pop deaths from warp travel. In any case, there's not as much at stake since a world at 33% has 58% of the full world's resources instead of 33%.


[Updated on: Sat, 24 May 2014 06:07]

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