Really bad 2nd planet |
Sun, 28 March 2004 18:12 |
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What is the best thing to do if your 2nd planet has really low hab values, or no G ? Is it worth shipping pop back to the HW with a freighter.
I've tried to test-bed it but it there are a ton of variables and I can't figure out a general policy.
On one hand, you can avoid having a third of your population doing next to nothing.
On the other, you need to put some resources into building a freighter, then gate it, fill it and gate it back. If you build it at 2400, send it at 2401, fill it at 2402, it arrives back at 2403 and the population is productive in 2404. The resources that went into building it aren't building mines or scouts.
Also, I've tried using the swashbuckler for this, but it generally can't survive being gated there and back again, and I tend to use that for some close scouting anyway.
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Re: Really bad 2nd planet |
Mon, 29 March 2004 10:03 |
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Thanks all for the advice. Some nice tips in there.
Just been playing around with a spreadsheet - no idea how valid this is, so please jump in with comments & criticism.
Assumptions:
2nd planet is 30% hab, 2nd planet < 250ly from 1st, 18% PGR, ignore effects of crowding (I'll come back to this).
Privateer gated to 2nd planet (not merged with scout for instant healing), 1 year to repair then fill and ship back with wp1 drop orders.
Results:
In 2420 you will have 2.3 million pop if you don't move pop from the 2nd planet to the homeworld.
If you use the privateer to shift the pop back then in 2420 you will have a total of 2.6 million pop, a 13% advantage.
Changing 2nd planet hab to 88%, the figures in 2020 are 2.94 million on each strategy.
Conclusion:
Unless the 2nd planet is VERY good it makes sense to move the population.
Issues:
The above assume that you can have 2.5 million people on a planet, still growing at 18%. Given that this is not true, what affect will it have. If you start shipping pop off the HW when in hits 25%, moving pop starts you exporting from HW 1 turn earlier.
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Re: Really bad 2nd planet |
Mon, 29 March 2004 12:58 |
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Sorry, I didn't make it clear. I know that it is impossible to grow at 18% on HW for 20 turns. My question is how this affects the figures.
Quote: | Carrying back and worth is actually equal to replacing growing 6 turns at second planet with 1 turn of traveling, growing 4 turns at HW and 1 turn of traveling back. Little calculation show that with 65% second planet that was unprofitable trip to make at all accounts
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Ah, yes. That's a much better way of looking at it.
Except that with the ferrying you start exporting pop from HW one turn earlier. So, you've sort of gained a turn.
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Re: Really bad 2nd planet |
Mon, 29 March 2004 13:16 |
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LEit | | Lt. Commander | Messages: 879
Registered: April 2003 Location: CT | |
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Staz wrote on Mon, 29 March 2004 12:58 | Except that with the ferrying you start exporting pop from HW one turn earlier. So, you've sort of gained a turn.
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And that one turn's worth of pop goes...
To the secondary of course.
Hopefully you can find a better world.
[Updated on: Mon, 29 March 2004 13:16]
- LEitReport message to a moderator
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