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Messages - alex_brunius

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C# Aurora / Re: C# Aurora Changes List
« on: May 14, 2017, 10:02:36 AM »
Engine Size and Fuel Consumption

In C# Aurora, missile and ship engines follow a single fuel consumption rule. The modifier is equal to SQRT (10 / Engine Size in HS). Thanks to alex_brunius for the formula.

The new rule creates a smooth transition for both engine types, which is more realistic and consistent, provides a bonus to larger ships, makes the fuel portion of missile design more interesting (as fuel is not a major concern at the moment) and allows larger engines to be designed beyond the current 50 HS limit.

This will complement the new sensor changes as they will reduce missile ranges anyway (described in the changes discussion thread but not published here yet)



As a result of these changes, a new Maximum Engine Size tech progression has been added. The starting max engine size is 25 HS. The research progression is 40 HS, 60 HS, 100 HS, 160 HS, 250 HS and 400 HS, with the costs ranging from 2,000 RP to 60,000 RP.
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C# Aurora / Re: C# Aurora Changes List
« on: January 07, 2017, 07:39:24 AM »
Population Capacity

A new concept, Population Capacity, has been added to C# Aurora. This represents the maximum population that can be maintained on a single body and is primarily determined by surface area. This is the total of all populations on the same body, not per population.

The Earth's population is currently seven billion. However, the rate of population growth peaked at 2.1% at four billion, has been dropping since then (now 1.2%) and is projected to reach close to zero around eleven billion

https://ourworldindata.org/world-population-growth/

Therefore, I am going to use twelve billion as the baseline max capacity for an Earth-sized planet and four billion as the point at which growth rates are affected. Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth). The max capacity of a body will be equal to: (Surface Area / Earth Surface Area) * twelve billion. I will add some tech options to improve that capacity, particularly for smaller bodies. A planet can physically hold more people than the max capacity but this will result in unrest due to overcrowding.

While 70% of the Earth's surface is water, that plentiful water also improves living conditions (the majority of the world's population is less than 100 km from the nearest coastline). However, there does come a point when too much water will reduce the available living space. Therefore, once water covers more than 75% of the planet, capacity will drop at a linear rate, falling to 1% of normal capacity at 100% water. The 1% assumes a few, small, scattered islands or some form of colony floating on the surface.

Tide-locked worlds (one side always facing the star) have only 20% of normal capacity (after taking into account surface area and water). This is to simulate that the population will be living in a narrow band between the light and dark hemispheres of the planet. To compensate, these worlds also have an 80% reduction in the colony cost factor for temperature (as they are living in the temperate band).

Regardless of the result of the above calculations, a body with gravity at or below the species maximum that is not a gas giant or super-Jovian will always have a capacity of at least 50,000.

The above rules result in the following population capacities



EDIT Jan 21st 2017: Each Species has a population density modifier. This is normally set to 1 but there a small chance it can be higher or lower for random species. Player-created species can specify this density.
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3
C# Aurora / Re: Aurora C# Screenshots
« on: October 08, 2016, 08:54:38 AM »
No screenshot but a big milestone.

The first successful movement order in C# Aurora was just completed. A small Argentine survey ship, the Rio Quequen, was assigned an order, moved across the 58 Eridani system, arrived at the correct destination and consumed fuel en route.

With the orders framework now in place (including the whole of the order creation process on the naval organisation window), I am working through the execution code for the various order types. While there is still a huge distance to go, I am getting closer to the point where it will be possible to start a test game.
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