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 Bug/Glitch.. Or is this how it is? 
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Private

Joined: Tue Oct 05, 2004 2:00 am
Posts: 1
Location: Canada
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Well anyways.. Let's take for example, a Terra Planet.. has 30000 colonist max each. Simple. With Fuel ore (at 3 colonies per 1 fuel ore)... You get 15000 Colonist placed into Fuel Ore, you product 5000 units of ore every day (15000/3=5000) ... Yes.

Let's say you put 30000 Colonists on Fuel Ore.. It should be 10000 produced every day (30000/3=10000) But no... For some reason, when there is 30000 colonists the fuel ore productivity is at 0. The productivity drops after 15000 colonists on one product (Fuel ore, organics, equipment) as such the fighters is not F*O*E / 10.. It now takes 54 Colonists to build one. But putting 15000 on each product gives you the maximum everything..

Is this a bug.. Or is this how it is? Using the Trade Wars Gold on BBS such. Any suggestions if this can be fixed?


Fri Oct 08, 2004 12:09 am
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Staff Sergeant

Joined: Sat Mar 03, 2001 3:00 am
Posts: 19
Location: Canada
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That's just the way it is and so cannot be fixed.

If a planet has a maximum population of 30000 as per your example, then it's optimum production is at exactly half of that, or 15000 colonists as you have perceived. Every colonist above 15000 or below 15000 drops the production by 1/production-rate; thus, at 30000 colonists in fuel ore you will produce nothing and at 15003 or 14997 you will produce 4999.

Planets produce fighters according to the formula as you described, FOE/n, but you have misapplied it. FOE is the total product produced, not the number-of-colonists/production-rate. Therefore, according to the above, if you have 30k colonists in ore and none elsewhere then you will not produce any fighters since you are not producing any ore.

Hope that helps,
DC.


Fri Oct 08, 2004 12:53 am
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Lieutenant J.G.

Joined: Sat Mar 15, 2003 3:00 am
Posts: 463
Location: USA
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It is like having to many people working on one thing....Productivity will eventually fall...

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The Republic


Fri Oct 08, 2004 9:35 am
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