Some calculations for Blind Galaxy

Production by Resources

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

ResourcesCAPCAP %
of Res 10
MATMAT
% of
Res 10
Ship
Prod.
Points
Ship %
of Res 10
0.162.50 38.12 100 150.0050.50
0.290.91 55.45 200 266.6767.33
0.3107.1465.36 300 375.0075.75
0.4117.6571.76 400 480.0080.80
0.5125.0076.25 500 583.3384.17
0.6130.4379.57 600 685.7186.57
0.7134.6282.12 700 787.5088.37
0.8137.9384.14 800 888.8989.78
0.9140.6285.78 900 990.0090.90
1 142.8687.14 10001090.9191.82
2 153.8593.85 20002095.2496.19
3 157.8996.32 30003096.7797.74
4 160.0097.60 40004097.5698.54
5 161.2998.39 50005098.0499.02
6 162.1698.92 60006098.3699.34
7 162.7999.30 70007098.5999.58
8 163.2799.59 80008098.7799.75
9 163.6499.82 90009098.9099.89
10 163.931001000010099100

Population Growth

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).

TurnPopulation
01000.00
11080.00
21166.40
31259.71
41360.49
51469.33
61586.87
71713.82
81850.93
91999.00
102158.92
112331.64
122518.17
132719.62
142937.19
153172.17
163425.94
173700.02
183996.02
194315.70
204660.96
215033.83
225436.54
235871.46
246341.18
256848.48
267396.35
277988.06
288627.11
299317.27
3010062.66
3110867.67
3211737.08
3312676.05
3413690.13
3514785.34
3615968.17
3717245.63
3818625.28
3920115.30
4021724.52
4123462.48
4225339.48
4327366.64
4429555.97
4531920.45
4634474.09
4737232.01
4840210.57
4943427.42
5046901.61

TurnPopulation
01000.00
11077.00
21159.93
31249.24
41345.44
51449.03
61560.61
71680.78
81810.20
91949.58
102099.70
112261.38
122435.50
132623.04
142825.01
153042.53
163276.81
173529.12
183800.87
194093.53
204408.74
214748.21
225113.82
235507.58
245931.67
256388.41
266880.31
277410.10
287980.68
298595.19
309257.02
319969.81
3210737.48
3311564.27
3412454.72
3513413.73
3614446.59
3715558.98
3816757.02
3918047.31
4019436.95
4120933.60
4222545.48
4324281.48
4426151.16
4528164.80
4630333.49
4732669.17
4835184.69
4937893.91
5040811.75

Upgrading

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.

Research vs building CAP

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.

ResTurn
0.142
0.1534
0.239
0.325
0.423
0.522
0.621
0.721
0.821
0.919
ResTurn
119
218
318
418
518
618
718
818
916
1016
More details

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Viola Schmidt, 13 Oct 1999