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 Stable point for Colo Population? 
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1st Sergeant

Joined: Thu Jan 03, 2002 3:00 am
Posts: 47
Location: USA
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For a given planet type, say Oceanic, and assuming a "stock" game, is there some level of population of colos that is in equilibrium, where the population is stable at that point and doesn't grow? It would be nice to establish a planet and not have to keep going back to jettison excess colos.


Sat Nov 20, 2004 1:53 pm
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Gameop

Joined: Thu Jun 06, 2002 2:00 am
Posts: 2371
Location: USA
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in most stock planets you dont really have to jet colos just because you put so few on them. and of course it just depends on the haz/hab settings but i dont think anyone has really done any real study into finding the formula that those work with just because... i dunno, i know i havent studied it cause it would take a while and a scripting ability far beyond me to do it in anyway that is efficient.

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Sat Nov 20, 2004 3:22 pm
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Warrant Officer

Joined: Wed Mar 19, 2003 3:00 am
Posts: 79
Location: USA
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I dont think there is, or at least Ive never seen it happen.

quote:Originally posted by lcharlot

For a given planet type, say Oceanic, and assuming a "stock" game, is there some level of population of colos that is in equilibrium, where the population is stable at that point and doesn't grow? It would be nice to establish a planet and not have to keep going back to jettison excess colos.

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Sun Nov 21, 2004 3:57 pm
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Staff Sergeant

Joined: Sat Mar 03, 2001 3:00 am
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Location: Canada
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Generally, there's only one resource on one planet type where colonists will produce optimum fighters; I fill this area first and ignore the others (except for a few perhaps to handle cit upgrades, depending on edits). The other two areas can be used to handle overflow from the primary area until/unless you have another good planet to transfer the colonists to. Afterall, why waste colonists by jettisoning them when you can start up another planet? A base of 5 planets (game configurable) is fine in some cases, but it never hurts to have more. You should ideally have as many planets as you can safely defend, plus one or more 'seed' sectors which has limited colonists/production, but are upgrading citadels to become useful to you later should they survive.

If all your useful planets in a base are full and a planet is overpopulating, you should by this time have at least one mobile planet.. move it out before each extern (or setup a secondary base site for it) and build another useful planet in the same sector as the overpopulating planet and efficiently transfer colonists. (Same amount of turns as jettisoning them, and you get to keep them as well as their production.)

In any case, it likely isn't overpopulating by all that much each day.. you should be able to suck up a few days of overpopulation until you are able to move them to another useful planet (either by getting a L4, or simply starting a new base site and colonizing from the overpopulated planet as if it were terra). This is especially true if Terra is empty either from a lot of players in the game, or some cheap bugger using a timed afk script (in an open game, anyhow) to keep it so.

DC.


Sun Nov 21, 2004 9:49 pm
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