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-   -   The effect of two races on a planet. (http://forum.shrapnelgames.com/showthread.php?t=8978)

tbontob March 24th, 2003 07:30 PM

The effect of two races on a planet.
 
Lets assume we drop one (1) pop of a different race on a planet and

1) The new population now exceeds the planet's limit (which was reduced).
2) The number of facilities now exceeds the planet's limit.
3) The amount in cargo now exceeds the cargo limit.

What happens on the next turn?

I am guessing, but would think the excess population and cargo would be lost. But not the extra facilities.

[ March 24, 2003, 17:32: Message edited by: tbontob ]

MegaTrain March 24th, 2003 07:53 PM

Re: The effect of two races on a planet.
 
Nothing happens. If you move non-breathing population to an existing world, it will simply maintain the existing levels of population, stored items, and facilities.

You can't add any more, of course, and population growth will be 0. It doesn't kill your people or eject your cargo, though (fortunately).

You can actually see this under a few conditions:
1-Move a non-breathing population to a planet.
2-Capture or trade a world from someone who has "Advanced Storage" racial tech.
3-There is a bug where under the right conditions you can get a non-breathable starting homeworld. I've started with a huge planet with 8000 population, max 500.

Mephisto March 24th, 2003 07:55 PM

Re: The effect of two races on a planet.
 
IIRC nothing is lost. The population will stop growing but you will keep what you have.

tbontob March 24th, 2003 08:01 PM

Re: The effect of two races on a planet.
 
Thanx guys http://forum.shrapnelgames.com/images/icons/icon7.gif

I am in the middle of a complex turn and didn't want to abort the game to test it out.

It was a huge planet with 25 facilities and to lose most of everything was too great a risk to take.

oleg March 24th, 2003 08:23 PM

Re: The effect of two races on a planet.
 
There is an interesting trick especially usefull in Proportions:

First, remember that population in Proportions is very "heavy" and reproduce 10 times slower. Starliners and colony ships move just 1 pop. unit for example. Thus, when you create a colony, it has 1 population. 10 turns later it will have 2 population due to the way SEIV assign pop. an integer value. It should be 1.1 but its rounded up to 2. Now, suppose you have another race. It is very usefull to mix them up - if you have 1, for example human and 1 Phong, every 10 turns you will get a new human and new phong ! http://forum.shrapnelgames.com/images/icons/icon7.gif Compare situations when 1) you have human planet with 2 humans and phong planet with 2 phongs - next year you have 3 humans and 3 phongs. 2) you mix them up - 2 planets each with 1 human and 1 phong. Next turn you have planets with 2 humans and 2 phongs http://forum.shrapnelgames.com/images/icons/icon7.gif - double population growth !!!
It is almost cheating I think, and is just another reason beside helping AI why I scaled up population 10 times in my Proportions games !

Fyron March 24th, 2003 08:52 PM

Re: The effect of two races on a planet.
 
That "trick" is a bug exploit. http://forum.shrapnelgames.com/images/icons/icon7.gif

tbontob March 24th, 2003 09:00 PM

Re: The effect of two races on a planet.
 
Interesting Oleg http://forum.shrapnelgames.com/images/icons/icon7.gif

I had heard about getting double population in a standard game, but didn't know how it worked in Proportions, having never played it.

Not sure if your advice is for proportions or a standard game or both.

So, let's take the proportions mod.

Nomally, it would be.

1 human populatates a planet at turn 1.
1.1 humans at turn 2
1.2 humans at turn 3
.
.
.
.
.
.
1.9 humans at turn 10
2 humans at turn 11

It is rounded up to the next one-tenth of a integer rather than a full integer as in a normal game.

But more important, are you saying that by adding another race in Proportions, it changes the way it calculates population growth and each race is rounded up a full integer rather than one ten-tenth of an integer.

In other words, in Proportions with a human and a Phong, both will increase by a full integer each turn rather than by one-tenth of an integer?

Fyron March 24th, 2003 09:04 PM

Re: The effect of two races on a planet.
 
You can not have fractional population with integer math. You get 2 pop after 1 turn in the normal game, not after 10 turns. It rounds up. You only get that 1 pop after 10 turns in Proportions because in Proportions, reproduction only happens at month .1, instead of every month.

oleg March 24th, 2003 11:37 PM

Re: The effect of two races on a planet.
 
It certainly happens in unmodded SE as well but is of almost no importance. The key is "reproduction check frequency" in settings.txt. Normally it is 1 and after 10 turns (1 year) rounding up the population numbers will be of minor importance. In Proportions, however, it will take 10 times longer - 100 turns !

Ward March 25th, 2003 09:59 AM

Re: The effect of two races on a planet.
 
Quote:

Lets assume we drop one (1) pop of a different race on a planet and

1) The new population now exceeds the planet's limit (which was reduced).
2) The number of facilities now exceeds the planet's limit.
3) The amount in cargo now exceeds the cargo limit.

What happens on the next turn?

I am guessing, but would think the excess population and cargo would be lost. But not the extra facilities.
<font size="2" face="Verdana, Helvetica, sans-serif">You could have noticed that when you capture a planet with many troops your storage is overoaded(1000 kt of 200 kt). This happends to me quite often.


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