Difference between revisions of "User:Alothin/Colonization"
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Having a significant population on a colony world will net several benefits. Notably, there will be additional productive value produced which can be turned to useful ends, and wherever a sufficiently large pool of mortals exists, power wielders begin to arise out of them, which will provide the colony world with native defences against attack, as well as the opportunity to recruit minions from the populace. Unfortunately, this also creates the possibility of rogue power wielders causing destruction on the colony world, so some opt to strictly limit immigration, keeping colonies as private playworlds for themselves and chosen associates. As such, this colonization phase is strictly optional. | Having a significant population on a colony world will net several benefits. Notably, there will be additional productive value produced which can be turned to useful ends, and wherever a sufficiently large pool of mortals exists, power wielders begin to arise out of them, which will provide the colony world with native defences against attack, as well as the opportunity to recruit minions from the populace. Unfortunately, this also creates the possibility of rogue power wielders causing destruction on the colony world, so some opt to strictly limit immigration, keeping colonies as private playworlds for themselves and chosen associates. As such, this colonization phase is strictly optional. | ||
| + | |||
| + | ====Morale and Development==== | ||
| + | |||
| + | Colonies that are open to immigration, or have a significant mortal population, have two additional statistics: morale, and development. Morale indicates the happiness of the mortal population, while development indicates how much of the colony has been tamed and made suitable for living. A population that exceeds its development level will rapidly decrease in morale, due to poor living conditions, so the statistics are, to some degree, linked. | ||
| + | |||
| + | The mortal population is generally assumed to be more or less stagnant in terms of development. While they will slowly expand on their own, for the colony to have significant expansion in the short-term (instead of decades) requires powered intervention. The colony owner can invest back into their planet to rapidly increase the development statistic. | ||
| + | |||
| + | A colony's development statistic begins at 0. This indicates the initial colonization assets provided by Empirical Industries, including sufficient housing, food and industrial production, and other miscellaneous support required for the colony to host up to one hundred average humans, which is a tenth of one actual level, and is simply ignored. The development statistic is calculated with each point representing the ability to support approximately one thousand average humans at a reasonable living standard. When the development statistic rises high enough, it represents investment in higher technological living solutions, such as self-contained arcologies, or subterranean automated farming, allowing the population to potentially explode past what would be normally considered the maximum population of any reasonably-sized planet. | ||
| + | |||
| + | EU-based investment can raise a colony's development statistic. Increasing the development level costs 200 EU per level. Tech bias cannot be used to modify this -- it is a planetary undertaking, not the actions of a single person. | ||
| + | |||
| + | At 1,000 persons / dev level, population 1 million requires dev level 1,000. 1,000 costs 200,000 EU to get to. | ||
| + | |||
| + | A colony's morale statistic tends to return to 100% by itself. Maintained steady investment into heightened standards of living can cause it to rise above that for a period of time, and a reduced standard of living (or threat of attack that causes them to fear for their lives) can cause it to dip. Morale is primarily used as a modifier for calculating production and immigration/emigration to and from the colony. | ||
| + | |||
| + | ====Production Benefits==== | ||
| + | |||
| + | per 1,000 population * morale modifier = EU produced / day, fractional EU allowed due to morale multiplier, only used for investment in planetary techs/investment, can't be used for producing character-used items, etc... | ||
| + | |||
| + | ====Net Immigration/Emigration==== | ||
| + | |||
| + | Net immigration/emigration is calculated at the end of each month. Enhancing immigration through investment is possible -- in fact, it's pretty much the only way to start getting a population. You may build it, but they won't come if they don't know about it. Buy some advertising, tell them how beautiful Planetville is. | ||
| + | |||
| + | (base growth percentage * maximum population + modifiers) * space% * morale% = net migration | ||
| + | |||
| + | available population/maximum population = space% | ||
| + | |||
| + | average morale (over the course of the past month) - 50% = morale% (at 50% morale, no immigration occurs -- below 50%, emigration occurs... yes, morale can be a negative number) | ||
| + | |||
| + | For each 50 EU expended on recruiting colonists (resets monthly), modifiers is increased by 1000. | ||
| + | |||
| + | base growth percentage = 0.4 | ||
| + | |||
| + | With these numbers, without using modifiers, assuming morale stays at 100% throughout, a colony that was at full pop, that upgrades a dev level, will fill it up in about 12 months. Having more available space (multiple dev levels) will cause more colonists to arrive, of course. | ||
| + | |||
| + | ====Random Events==== | ||
| + | |||
| + | Random events are one of the key triggers of change in a colony's morale. | ||
| + | |||
| + | The rising of rogue power wielders amongst the mortal population is an unfortunate inevitability. This is one example of a negative random event that can occur, that can have a significant impact on both morale and development, as the mortal population fears for their lives, and infrastructure is destroyed by villainous action. Can also be plague or other natural disaster, impairing productivity and morale until x EU are invested to cure/repair the damage. May also result in a population reduction, from either people emigrating out of fear, or dying to the event. | ||
| + | |||
| + | Random events can also be beneficial, such as the discovery of previously-undetected resources, or a heroic power wielder stepping forth from the mortal populace, dedicated to the defence of the world. This forms a single permanent ally of the colony, who can counteract rogue power wielders and even player characters who attempt to conquer the planet. | ||
| + | |||
| + | Random events can be triggered either by staff fiat (either by roll, or by a not-so-random pick), generally due to a plot or miniplot, or are otherwise rolled for once per month. The random event table includes many results of 'no event', however, so a random event will not always be occurring monthly. | ||
Latest revision as of 13:36, 11 May 2015
This page is for my continuing thoughts on Colonization, and commentary thereof. If you're looking for the live system, go here, instead.
Contents
Phase 4: Upkeep
Should a colony be open to immigration, mortals will eventually elect to move there. There are a number of modifiers that will determine the net rate of immigration (as some will also later elect to leave), and once the population is sufficiently large, also calculations of annual birth and death rate.
Having a significant population on a colony world will net several benefits. Notably, there will be additional productive value produced which can be turned to useful ends, and wherever a sufficiently large pool of mortals exists, power wielders begin to arise out of them, which will provide the colony world with native defences against attack, as well as the opportunity to recruit minions from the populace. Unfortunately, this also creates the possibility of rogue power wielders causing destruction on the colony world, so some opt to strictly limit immigration, keeping colonies as private playworlds for themselves and chosen associates. As such, this colonization phase is strictly optional.
Morale and Development
Colonies that are open to immigration, or have a significant mortal population, have two additional statistics: morale, and development. Morale indicates the happiness of the mortal population, while development indicates how much of the colony has been tamed and made suitable for living. A population that exceeds its development level will rapidly decrease in morale, due to poor living conditions, so the statistics are, to some degree, linked.
The mortal population is generally assumed to be more or less stagnant in terms of development. While they will slowly expand on their own, for the colony to have significant expansion in the short-term (instead of decades) requires powered intervention. The colony owner can invest back into their planet to rapidly increase the development statistic.
A colony's development statistic begins at 0. This indicates the initial colonization assets provided by Empirical Industries, including sufficient housing, food and industrial production, and other miscellaneous support required for the colony to host up to one hundred average humans, which is a tenth of one actual level, and is simply ignored. The development statistic is calculated with each point representing the ability to support approximately one thousand average humans at a reasonable living standard. When the development statistic rises high enough, it represents investment in higher technological living solutions, such as self-contained arcologies, or subterranean automated farming, allowing the population to potentially explode past what would be normally considered the maximum population of any reasonably-sized planet.
EU-based investment can raise a colony's development statistic. Increasing the development level costs 200 EU per level. Tech bias cannot be used to modify this -- it is a planetary undertaking, not the actions of a single person.
At 1,000 persons / dev level, population 1 million requires dev level 1,000. 1,000 costs 200,000 EU to get to.
A colony's morale statistic tends to return to 100% by itself. Maintained steady investment into heightened standards of living can cause it to rise above that for a period of time, and a reduced standard of living (or threat of attack that causes them to fear for their lives) can cause it to dip. Morale is primarily used as a modifier for calculating production and immigration/emigration to and from the colony.
Production Benefits
per 1,000 population * morale modifier = EU produced / day, fractional EU allowed due to morale multiplier, only used for investment in planetary techs/investment, can't be used for producing character-used items, etc...
Net Immigration/Emigration
Net immigration/emigration is calculated at the end of each month. Enhancing immigration through investment is possible -- in fact, it's pretty much the only way to start getting a population. You may build it, but they won't come if they don't know about it. Buy some advertising, tell them how beautiful Planetville is.
(base growth percentage * maximum population + modifiers) * space% * morale% = net migration
available population/maximum population = space%
average morale (over the course of the past month) - 50% = morale% (at 50% morale, no immigration occurs -- below 50%, emigration occurs... yes, morale can be a negative number)
For each 50 EU expended on recruiting colonists (resets monthly), modifiers is increased by 1000.
base growth percentage = 0.4
With these numbers, without using modifiers, assuming morale stays at 100% throughout, a colony that was at full pop, that upgrades a dev level, will fill it up in about 12 months. Having more available space (multiple dev levels) will cause more colonists to arrive, of course.
Random Events
Random events are one of the key triggers of change in a colony's morale.
The rising of rogue power wielders amongst the mortal population is an unfortunate inevitability. This is one example of a negative random event that can occur, that can have a significant impact on both morale and development, as the mortal population fears for their lives, and infrastructure is destroyed by villainous action. Can also be plague or other natural disaster, impairing productivity and morale until x EU are invested to cure/repair the damage. May also result in a population reduction, from either people emigrating out of fear, or dying to the event.
Random events can also be beneficial, such as the discovery of previously-undetected resources, or a heroic power wielder stepping forth from the mortal populace, dedicated to the defence of the world. This forms a single permanent ally of the colony, who can counteract rogue power wielders and even player characters who attempt to conquer the planet.
Random events can be triggered either by staff fiat (either by roll, or by a not-so-random pick), generally due to a plot or miniplot, or are otherwise rolled for once per month. The random event table includes many results of 'no event', however, so a random event will not always be occurring monthly.