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Home » Stars! 2.6/7 » The Academy » "Not habitable", my foot! (Some numbers on the economics of colonising reds)
Re: "Not habitable", my foot! Wed, 29 May 2019 14:01 Go to previous message
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Registered: August 2005
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magic9mushroom wrote on Sun, 26 May 2019 17:51
Today I did some number-crunching regarding the colonisation of planets that Stars! calls "not habitable" and the player community mostly calls "red" [...]

A fully-loaded 100% world with its full 1650 factories built produces 2915 resources. To turn the world into a supplier for reds, as noted above, we drop it down to 50% hold (550,000), reducing the resources produced to 1458 (1457.5 rounds up) and sacrificing 1457. At 50% hold, the world will grow 16/9 * 1 * 0.19 * (1 - 0.5)^2 * 550,000 = 46,444 population per turn (call it 46,400). -15% reds at 100% capacity (55,000) kill 0.015 * 55,000 = 825 population per turn (call it 900). so our 100% world can keep a staggering 51 red worlds at that value. Each red builds 82 factories and produces 145 resources per turn, for a total of 7395 resources - 5.08 times the resources sacrificed! Obviously, this is an amazingly-good deal.


Excellent approach, so simple and at the same time extremely efficient and convincing that I am almost ashamed to admit that I've never thought about it before. The genius of science, to ask the right question so obvious that everybody wonders how could this have not been asked ever before.
And this from somebody who repeatedly made quite some use of red planets in recent games... but my intention behind was mainly gaining minerals (low hab warmongering IT always short on minerals). Adding factories I did only without ever giving it much thought because I had those planets set up with an automated freighter anyway and definetly without being aware of the economic impact.

Thanks a lot, incredible helpful data and a well done analysis upto the min/max points.

Copied and stored for future games...


[Updated on: Wed, 29 May 2019 14:06]

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