Talk:BoB Economy

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martinl

(I've edited in this research, but my formatting sux.) (Also, I haven't researched max pop growth rate as a function of race and tech. Since the old numbers are currently dubious and on a table I replaced, I haven't put them back in. Feel free if you thing they're needed.)

So I've been distracted by playing, but I now have basic pop growth numbers. My former post is accurate:

Pop(n+1)/Pop(n) = Base Racial PG - Hazard/( Racial Tolerance + tech) + techbonus

or, in more detail:

Pop(n+1)/Pop(n) = 1.0[zero growth baseline] + RacialGR[natural growth] - Hazard/( RacialTol[natural hazard tolerance] + 75*AA + 150*GA) [hazard penalty] + (0.1*GM + 0.06*AA + 0.2*ET + 0.1*GA +0.15*Arcology)[techbonus]


RacialGR is as follows: Liir 0.8 (80%, x1.8 ) Human: 1 (100%, x2) Tarka 1.1 (110%, x2.1) Hiver 1.7 (170%, x2.7) Zuul 2 (200%, x3)

RacialTOL: Liir 600 Human: 600 Tarka 625 Hiver 650 Zuul 675

I haven't exhaustively tested any of these, but the model is consistent with all of my data. If anyone has any contradictory data, please bring it up.

Note that the model predicts that low tech Liir on bad planets will have a negative pop growth rate, and this in fact is true. (I was surprised, I expected an exception.)

As usual, max pop growth is capped, but I haven't tested that at all. The low end is where the colonization woes focus.

Speaking of which, pop growth reduction from hazard goes from 0 at haz 0 to -1 (-100%) at your current max haz. This means if your pop growth is currently ~1x or less, maxhaz worlds will be virtually impossible to get up and running (100M to use 100% inf under the new rules) without help of some kind.

On the other hand, if you have high PG due to tech, or being a Zuul or Hiver, you can colonize horrible haz worlds and natural pop growth will fill it up soon.

Let us consider an illustrative example.

Consider a Haz 600 world, everyone has GM tech and 1000 colonists. - The Liir will actually die off in this situation (GR 0.9 aka -10%). (Note that they have terra on normal col ships, so they can help themselves better than anyone else as well.) - Humans will grow slowly (1.1 or 10%) due to the +10% for GM. It will still take them 194 (!) turns to hit 100M via natural pop growth. (In practice, they will get better tech, abandon the planet, or get bombed before then.) - Tarka will grow at 1.24 (24%), which is still bad, but lets them reach 100M in "only" 86 years. That extra 25 haz range helps a little. - Hivers will take a mere 33 years at thier GR of 1.78 (78%). - Zuul will grow at 2.21 (121%), faster than Liir, Humans, or Tarka on a pristine world. 24 turns and their 100M pop is rocking the infrastructure.

Zuul are the new kings of rapid expansion. Yowza!

I must admit I like the changes.

Liir, Humans and Tarka need biotech to deal with harsh worlds. They gain the ability to profitably colonize more worlds constantly throughout the game as techs and resource bases improve. Hivers can tackle any world they can settle as as soon as they want, but getting there is a problem. Zuul can screw like megalomaniac psychic marsupial death bunnies, spreading their vile seed across the universe. With full tech, their hab range is 900!

Biotech is very valuable for the low growth races, less so for the naturally hardy ones.

From the forum post: http://kerberos-productions.com/forum/viewtopic.php?f=1&t=8702


Panthera Leo

Panthera Leo is attempting to use the formula provided by Holy-Fire in a computer program to calculate optimal growth strategies, as described in the following thread: http://www.kerberos-productions.com/forum/viewtopic.php?f=12&t=8609

However, the results he is getting are not in-line with the actual in-game results. I am wondering if he is misusing the formula, or if he is mis-implementing it, or if there is a problem with it.

In any case, I am wondering if we could get a clearer description of what exactly the formula is measuring when it calculates the 'worth' of a colony, and a fuller description of how the formula is meant to be used.


Freighters

The advent of Trade has opened up a fourth method of earning cash, which has not yet been incorporated into the article.

Whether by running your own Trade Routes, or by Raiding the Freighters of others.

New pages?

With all the changes in the Collectors Edition, perhaps a new CE Economy page should be created? Or perhaps several? If people edit this page to contain the information now known about the CE we will lose the old BoB information, and the page could get very, very long.

--Ninjineer

One of the things about the Wiki is that folks can view the page history if required.
I recommend updating this page for the CE, as despite the name, the product is still BoB, just version 1.5.2 instead of 1.4.1
I'll do a "fake" page update and throw "Accurate for BoB 1.4.1" into the comment field to make it easier to find...
--silvaril 02:28, 20 July 2008 (UTC)
  • In my opinion SotS is evolving across the multiple versions, each one building on the last but discarding the "history" and keeping the new as the basis for the next update. I see the wiki in the same light. It should represent what is the latest and most up to date version of SotS. In other words I have no problem removing the old to make way for the new. --Rorschach 14:39, 20 July 2008 (UTC)

Mining

Given that the Zuul have this crazy Overharvest thing going on, is it worth it to invest in Mining ships, depending on length of game, cost of ships, etc?

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