Author Topic: v2.6.0 Changes Discussion Thread  (Read 4570 times)

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Offline Droll

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Re: v2.6.0 Changes Discussion Thread
« Reply #15 on: May 28, 2024, 01:08:02 PM »
I know this is sort of a lend them a hand, lose the entire arm situation I'm causing here, but it would be nice if the tactical view option (esp. the "Open Tactical Map" one) somehow was differentiated visually. Even simply forcing Open Tactical Map to be always on the top of the list would be very nice. I can see it getting buried in systems with a lot of fleets.

The above was mentioned and remedied in the suggestions thread.
« Last Edit: May 28, 2024, 01:09:50 PM by Droll »
 

Offline bankshot

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Re: v2.6.0 Changes Discussion Thread
« Reply #16 on: June 10, 2024, 10:35:18 AM »

For immersion:
It's not mutually exclusive with the idea that this population is available to be more gainfully employed (earning higher salary/status) if they were moved into a prioritized trans-newtonian industry career instead where such opportunities exists on other colonies.

For gameplay:
It's handy to have colony shipping prioritize colonies with surplus workers without having to micromanage this yourself by turning stable on and off again in the larger empires having to monitor the surplus workers.

The pressure bump shouldn't be huge (maybe 2% of available/"unemployment" workers?), but would do a lot to help shipping lines pull colonists from where I would want them pulled without micromanagement.

Additionally I'd propose giving some priority to target planets where there is a worker shortage.  This would again ease micromanagement and makes sense from an immersion standpoint - colonists would be more likely to go to worlds where jobs were waiting for them, even if the world is less desireable (re: higher colony costs).  Any colonists en route should be subtracted from the shortage for this calculation. 
 

Offline gpt3

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Re: v2.6.0 Changes Discussion Thread
« Reply #17 on: Yesterday at 12:17:23 AM »
New Colonists
Each construction phase, more colonists will become available at the rate of:
(Length of Construction Phase / Year) * Population * Colonization Pressure

For example, if colonization pressure was 5% and the population was 100m, then a 5-day construction phase would generate (5 / 365) * 100m * 5% = 68,493 colonists. A population of 1 billion with 2% pressure would generate 274,000 colonists every construction phase.

The max number of available colonists at any time will be equal to the annual amount generated. This 'production' of colonists has a side effect of breaking up the shipping line colony ships so they all don't move everywhere together. As shipping line colony ships load colonists they will be deducted from the available colonists total.

Should new colonist production be scaled by the species and/or governor population growth modifier? Given sufficient civilian transport capacity, every core world will eventually drift towards an equilibrium point where emigration is balanced by reproduction. In principle this is fine, but in practice the actual equilibria can vary surprisingly wildly based on local growth rates.

For example, let's consider Earth: homeworld, 12b capacity, colonization pressure 2%. In order to be at its equilibrium point, Earth will need a population with a 2% growth rate. I tried manually playing around with Earth's population in Spacemaster and got the below results:

Species Growth ModifierEquilibrium (millions)
2.05100
1.53400
1.251950
1.01000
0.8510
0.667300
0.5125