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Planet Colonist Configuration
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ping
Corporal
Joined: Sat Oct 26, 2002 2:00 am Posts: 6
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I keep seeing different claims of "optimum" settings for the the planets worth keeping. Anyone have a good source or a good opinion on the load out of colonists on the planet types?
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| Mon Nov 25, 2002 11:37 pm |
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Kemper_3
Lieutenant J.G.
Joined: Sat Dec 22, 2001 3:00 am Posts: 427
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quote:Originally posted by ping
I keep seeing different claims of "optimum" settings for the the planets worth keeping. Anyone have a good source or a good opinion on the load out of colonists on the planet types?
You really need to figure out what you're going for. Assuming a stock game, the L will be your fastest mobile planet, but it really isn't good for much except a working platform for buydowns and killing people. If you want cash in a stock game, the O's and the H's work out about the same for product selling. The organics sell for twice as much as the ore, but you get double the production from colos in ore on an H. For me, the H's are a better value because they can double as defenses if needed. The advantage to the O's is that you need half the ports, so you don't have to control as much space. In general, the other stock planets are only special use for trying to trap people.
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| Tue Nov 26, 2002 2:13 am |
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TychoCane
Chief Warrant Officer
Joined: Wed Sep 05, 2001 2:00 am Posts: 121
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Most of the planet tips you'll find on the sites are for STOCK or CLASSIC games. Watch for the games that say GOLD as these are likely to be different then the supplied tips available. There really isn't any source for GOLD games unless the server has a side-line website thats informing the public about their edits.
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| Fri Dec 06, 2002 7:55 pm |
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likwid
Staff Sergeant
Joined: Sat Aug 31, 2002 2:00 am Posts: 19
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Right. Like in game F on TDS we are playing ping, edited O's and H's are the planets you really wanna keep, cuz most of the time edited planets will hold twice as much and/or produce twice as much product as the stock planet. Now, I'm not a blue player, but the way I've always understood it was that the optimum amount of colos to have is half the maximum the planet will hold. I could be wrong.
likwid
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| Sat Dec 07, 2002 4:06 am |
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midnight
Sergeant Major
Joined: Mon Oct 21, 2002 2:00 am Posts: 53
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That's correct. The optimum number of colonists for each product type is half of the maximum the planet will hold. Each colonist over that reduces production by the same rate that having one less colonist would do. For example: If the planet allowed 100 colonists, and it did 1 unit per colonist, then 40 colonists would produce 40 units. 50 colonists would produce 50 units. Since 50 is optimum, it would go down thereafter with each additional colonist. 60 colonists would produce 40 units, 80 would produce 20 units, and the maximum of 100 colonists would produce no product at all.
This comes into play because colonists will increase on most planets over time. Therefore, the "optimum" level might be lower than 50% in a low-turn-based game----say, 47%, so that colonists wouldn't need to be moved until there was 53% (producing the same number as 47% would).
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| Sun Dec 08, 2002 3:39 pm |
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