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Planetary populations Of the 500 planets in the Echo Cluster, many are inhabited by natives. Additionally, you and the other players will work as hard as you can at colonizing the planets with your own clans. Usually, both native and colonist populations grow each turn. However, the Climate Death Rate (CDR) usually limits the amount of natives or colonist a planet can inhibit. At some point, the population stops growing and usually the colonist overpopulation will even die. Population growth Native growth
The Growth limit, often referred to as maximum population, is in the case of native populations not a hardline limit to the size of the population, but a limit above which there will be no more growth. A population that is just one clan smaller than the "maximum population" will have normal growth, likely bringing the population to exceed the Growth limit. From the next turn on there will be no more growth. If for some reason (civil wars, meteor-impacts) the population drops below "maximum population" again, growth will occur by the same rules. If a number of natives die but the population stays above "maximum population" there will be no new growth. Generally speaking, a native population will grow at 5% per month if the conditions are perfect. Perfect conditions mean no taxes and a good climate (50 for all races except the Silliconoids who prefer 100). Temperatures differing from the preferred climate impact growt in a negative way, as ofcourse do taxes. The population growth formulas for all native species but Siliconoids are: "Clans added" is the growth of the population, which is measured in clans. When a population is at or above the "Growth limit" it will not grow. Siliconoid natives like hot planets, and have their best growth rates on
those planets. The formulas for Siliconoid natives: The number of native clans added is rounded (not truncated, as in many of
Tim's formulas) Colonist growth
The growth limit for most colonist populations: Growth Limit = SIN(3.14*( (100-temperature) / 100) ) * 100000 For Crystalline players with the "Crystal desert advantage" Hconfig option set to Yes, the maximum population / growth limit is 1000*Temperature. Under perfect conditions, a colonist population will grow at 4% per month. Perfect conditions mean the preferred temperature (50 for all races except the Crystalline who generally like 100 degrees, assuming 'crystal desert advantage' is set to it's default of YES in the host configuration) and ofcourse no taxes. Temperatures deviating from the preferred temperature and taxation are bad influences on growth. As long as none of these criteria are met, a number of clans are added
to the population by the following formula: Crystalline colonists follow a different formula when the host-option
"Crystals like deserts" is set to YES: The number of colonist clans added is rounded (not truncated, as in many of
Tim's formulas). The absolute maximum colonist population when the Hconfig option "Climate limits population" is set to No is 10,000,000 colonists (100,000 clans). Natives The growth limit for most native populations: Growth limit =
SIN(3.14 * ( (100-temperature) / 100)) * 150000 Colonists "Normal" planets Maximum population = SIN(3.14 * ( (100 - temperature) / 100) ) * 100000. Crystalline colonists follow a different formula when the "Crystal desert
advantage" is set to YES. Quite simply, with that setting Crystals can support
1000 clans (100,000 colonists) per degree: Any colonists exceeding the maximum population will die, without any message or distress call to tell you. Hot and cold planets: the Climate Death Rate The absolute maximum amount of clans a desert or arctic planet can support (if 'overpopulation eats supplies' is not enabled), can be calculated using these formulas:
Exceptions to these formulas:
A hot or cold planet can have more colonists on it than would be allowed by these formulas, but as long as the population is greater than this maximum, each turn a part of the population will die. This continues until the population has decreased to the absolute maximum that is allowed based on the planet's temperature. Each turn as long as the population is greater than the maximum population, the 'overpopulation' in that turn either dies or eats supplies to survive.
(The mechanism to calculate how many clans die -or rather survive- each turn is on the details page.) Overpopulation eats supplies Cutting a rather long and complicated story short: effectively, every forty supply units present on the planet can sustain 100/CDR clans. At the default CDR of 10%, forty supply-units can thus sustain 10 clans above the 'absolute maximum population'. To sustain a population of 800 clans above the absolute maximum population you'd need 40*800/(100/10) = 40*80 = 3200 supply-units present on the planet to survive. Oddly, these 800 clans would only really "eat" three supply-units to survive. (The mechanics and formulas used to calculate how many can survive per turn are explained on the details page.) Overpopulation dies Though this might seem to contradict popular belief that only a percentage (related to the Climate Death Rate) dies, it does not. Rather than regarding the CDR in the amount of dying overpopulation, the CDR is used to re-establish the current maximum population (based on the current number of clans) each turn until a stable situation is reached. |
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