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Production on a fully developed size 1000 world with different resources, and compared production between different resources and resources 10.
Formula:
CAP = Ind/(6+1/Res)
MAT = Ind * Res
Ship Production Points = Ind/(10+1/Res)
Note: You will encounter differences caused by rounding
| Resources | CAP | CAP % of Res 10 | MAT | MAT % of Res 10 | Ship Prod. Points | Ship % of Res 10 |
| 0.1 | 62.50 | 38.12 | 100 | 1 | 50.00 | 50.50 |
| 0.2 | 90.91 | 55.45 | 200 | 2 | 66.67 | 67.33 |
| 0.3 | 107.14 | 65.36 | 300 | 3 | 75.00 | 75.75 |
| 0.4 | 117.65 | 71.76 | 400 | 4 | 80.00 | 80.80 |
| 0.5 | 125.00 | 76.25 | 500 | 5 | 83.33 | 84.17 |
| 0.6 | 130.43 | 79.57 | 600 | 6 | 85.71 | 86.57 |
| 0.7 | 134.62 | 82.12 | 700 | 7 | 87.50 | 88.37 |
| 0.8 | 137.93 | 84.14 | 800 | 8 | 88.89 | 89.78 |
| 0.9 | 140.62 | 85.78 | 900 | 9 | 90.00 | 90.90 |
| 1 | 142.86 | 87.14 | 1000 | 10 | 90.91 | 91.82 |
| 2 | 153.85 | 93.85 | 2000 | 20 | 95.24 | 96.19 |
| 3 | 157.89 | 96.32 | 3000 | 30 | 96.77 | 97.74 |
| 4 | 160.00 | 97.60 | 4000 | 40 | 97.56 | 98.54 |
| 5 | 161.29 | 98.39 | 5000 | 50 | 98.04 | 99.02 |
| 6 | 162.16 | 98.92 | 6000 | 60 | 98.36 | 99.34 |
| 7 | 162.79 | 99.30 | 7000 | 70 | 98.59 | 99.58 |
| 8 | 163.27 | 99.59 | 8000 | 80 | 98.77 | 99.75 |
| 9 | 163.64 | 99.82 | 9000 | 90 | 98.90 | 99.89 |
| 10 | 163.93 | 100 | 10000 | 100 | 99 | 100 |
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| This is the population growth you could get if you had infinite space on your HW. Since you have to ship the colonists to other planets, giving them a turn of inactivity while frozen, you won't be able to reach this maximum. | Now comes a table assuming a growth of 7.7%% (8%% is the theoretical, unreachable maximum from the above table). These numbers can be reached, and even surpassed by a few units of population (except in the very early turns: naturally you still have 1000 population in turn 1). | ||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||||
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An example for a 1 0 0 0 1 transport ship: if you build it at techs 1, research
your drive and cargo techs to 2, upgrade, research to 3, and upgrade again,
the industry needed for one such ship is 10 + 6.67 = 16.67.
If you build at techs 1, wait until the research came up to 3, then upgrade just
once, the cost is 13.33, you safe 20% upgrade cost.
(The same calculation is made for any mass 2 ship and equivalent research).
Different example: A warship with a mass 20 gun. You start with a weapons tech of 10,
research to 12, upgrade, research to 14, upgrade again. Cost: 33.33+28.57=61.90.
If you upgrade from 10 to 14, the cost is 57.14, you saved 7.6% upgrade cost.
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Ok, and a few numbers at which turn the "build CAP" approach catches up with the "just research" approach, each for a size 1000 world with 1000 pop and no starting industry, for different ressources. Catching up is defined as yielding a total tech research at least as high as the other method.
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