Aurora 4x

C# Aurora => C# Mechanics => Topic started by: SBBurzmali on January 06, 2021, 11:59:44 AM

Title: Available Worker for populations by Colony Cost
Post by: SBBurzmali on January 06, 2021, 11:59:44 AM

In practice, this means that if you have a colony with a Colony Cost of 2, you shouldn't bother pushing the population beyond 189m unless you are willing to wait for it to get beyond 250m when you will see a net worker increase.    The worse case is colonies with Colony Cost close to 5, with a colony cost of 4.   9, you hit your initial max worker amount of 14.   25m at a total population of 100.   8m, but exceed that and you won't see 14.   25m workers at that colony again until you hit 2845m total population.   

Up to this point, my policy for marginal worlds that weren't particularly strategic, has been to slap down a colony, feed it some infrastructure and let it grow naturally until it could support some mines and maybe a handful of construction factories to bootstrap it into usefulness, but I often ran into problems that the available worker amount would go negative and no amount of shipping over population would do much to help.    These formulas explain why, and I'm not really sure how I want to proceed, probably massive orbital stations that either terraform or strip mine these planets.   

This also explains why planets that are optimal to colonize, Colony Cost 0 - 1.   5, still hit a slump between around 200m to 240m total population, around that point virtually every million pop you push in just pushes up the Service industries (%) enough to minimize the increase to maximum available workers.   

Here's a quick chart of some of the low to mid Colony Costs for Population vs.    Maximum Available Workers.    It's interesting to see, and usual to keep in mind when planning colonies and prioritizing terraforming.   

(https://docs.   google.   com/spreadsheets/d/e/2PACX-1vS66umXJOTanuqaL-vNGJIuZxWVOo1ITV730YQOXa3fi6uwJfM1cMci6z99ua_hwwueNtgeMGV23vo4/pubchart?oid=108506175&format=interactive)
Title: Re: Available Worker for populations by Colony Cost
Post by: Zap0 on January 06, 2021, 12:28:36 PM
That is actually really useful for me to know, I recently ran into the very same issue of the working population on one of my moons shrinking instead of growing, and eventually disappearing completely (CC > 5). Now I know for my 7.2058 CC moon to stop sending people when it hits 50m. Here's a plot of your formula for the local maximum (https://www.desmos.com/calculator/urvnkpgivb), aka. the point after which the manufacturing sector starts shrinking.

So the cut-off at which the service sector reaches 70% (it's maximum) is always at 239.24m pop, which is why the graphs just become linear at that point.
Title: Re: Available Worker for populations by Colony Cost
Post by: nuclearslurpee on January 06, 2021, 02:57:39 PM
This is going into my spreadsheets, thanks a lot!
Title: Re: Available Worker for populations by Colony Cost
Post by: gpt3 on March 27, 2022, 01:45:06 AM
Now that orbital habitats are being revisited in 2.0 (http://aurora2.pentarch.org/index.php?topic=12523.msg159464#msg159464), I think that it might be useful to review when it is worth building habitats versus infrastructure, specifically in terms of the cost to support a desired workforce size.

Based on SBBurzmali's original post, we have: w = p * (1 - 0.05*(c+1) - min(0.7, 0.1775*p^0.2505), where
We also have the following infrastructure costs in Aurora C# 1.13:
This gives us the following equations for workers per build cost.
If we graph by build cost and colony cost, then we get the attached log-log graphs. CC=0 is omitted since it doesn't make sense to compare orbital habs to nonexistent infrastructure; CC>=5 is omitted since such colonies will eventually deindustrialize into hordes of farmers and service workers.

tl;dr If colony cost is at least 2, then consider building orbital habs instead of LG infrastructure. If colony cost is at least 3, then consider building orbital habs instead of regular infrastructure.
Title: Re: Available Worker for populations by Colony Cost
Post by: Platys51 on March 27, 2022, 03:03:26 AM
tl;dr If colony cost is at least 2, then consider building orbital habs instead of LG infrastructure. If colony cost is at least 3, then consider building orbital habs instead of regular infrastructure.
You need to also consider cost of habitats compared to the two.
Strictly speaking, yeah, habitats good if only to save the 5% that would instead go to habitability.
They are a pretty massive expense tho, usually not easy to mass unless you get good RNG.
Title: Re: Available Worker for populations by Colony Cost
Post by: gpt3 on March 27, 2022, 09:18:08 AM
tl;dr If colony cost is at least 2, then consider building orbital habs instead of LG infrastructure. If colony cost is at least 3, then consider building orbital habs instead of regular infrastructure.
You need to also consider cost of habitats compared to the two.
Strictly speaking, yeah, habitats good if only to save the 5% that would instead go to habitability.
They are a pretty massive expense tho, usually not easy to mass unless you get good RNG.
The above equations and graphs use build cost, not total population, as their input, so habitat cost should have already been taken into account (unless one has a shortage in a specific TN material).

In my opinion, the primary advantage that (LG) infrastructure has is that it can be manufactured for free by civilians - it's hard to compete with free! That does raise the question though: will DSPs  (http://aurora2.pentarch.org/index.php?topic=12523.msg159432#msg159432)produce infrastructure as a trade good?
Title: Re: Available Worker for populations by Colony Cost
Post by: Destragon on April 15, 2022, 11:10:45 AM
This is a useful thread. Just the last couple days I've seen two people already who were confused about why their 8+ CC colonies were running out of workers.
It also seems a little weird to me that a low-gravity rock with no atmosphere is for some reason a lot harder to live on than in a deep space ark habitat colony. I mean, arks/ habitats don't have a peak value for possible workers, unlike CC5+ asteroids, right?

  • Service industries (%) = 17.   75 x Population0.   2505 with a maximum of the lesser of 70% and 100 - Agriculture and Environmental (%)
SevenOfCarina on the Discord said that the right formula for service industries is:
Service Sector Fraction = (pop in billions)^0.25
No idea which is correct, but these numbers sound a lot more round.
I assume this will affect the formula for the worker peak per CC as well.
Title: Re: Available Worker for populations by Colony Cost
Post by: nuclearslurpee on April 15, 2022, 01:06:37 PM
SevenOfCarina on the Discord said that the right formula for service industries is:
Service Sector Fraction = (pop in billions)^0.25
No idea which is correct, but these numbers sound a lot more round.
I assume this will affect the formula for the worker peak per CC as well.

It turns out that both are correct, to within a small margin of error as you'd expect from doing a numerical fit to data.

If you consider P as the population in millions, then the pop in billions is 0.001*P. Then, (0.001*P)^0.25 = 0.1778 * P^0.25, which is basically what the OP obtained within 0.2% margin of error.

Since the pop in billions works out pretty much exactly and is more straightforward I would prefer that one, but either works - and either way you will obtain the maximum of 70% service population at 240m pop.