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Home » news » forums » Support & Feedback » Scenarios & Mods » SE:V MODs

Population production modifiers - Generating a smooth curve

Submitted by Mylon on Wed, 2007-01-31 11:18. SE:V MODs

So far I've modded planet population production such that it scales linearly up to 100% production at 1B population. Yes, small colonies will not do a whole lot. Additionally, after 1B population, the square root of the population determines the bonus, broken down into 10% chunks, plus a couple more points for planet population breakpoints.

But one that that bothers me about this approach is that the derivative ( the benefit per pop point ) changes drastically at 1B. I've thought of using the square root all of the way for production, but using that formula, there wouldn't be any production benefit until 100M people, all for a 1% production. That is, 99% of the production is between 101M and 1B population.

Anyone want to suggest any other formulas to use?

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Rilo57's picture

Re: Population production modifiers - Generating a smooth curve

Submitted by Rilo57 on Thu, 2007-02-01 16:04.

It's supprising that in this game everything else uses formula, why pop production modifiers is handled this way.

SEV, more than a feeling.

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Rilo57's picture

Re: Population production modifiers - Generating a smooth curve

Submitted by Rilo57 on Thu, 2007-02-01 16:07.

I do like the idea of low pop planets not producing anything very quickly. If you couple that with domed colony sizes you can make it so that tiny - med sized domed planets can only produce 10% of what a good breathable atmosphere can produce

SEV, more than a feeling.

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Captain Kwok's picture
Mod Designer

Re: Population production modifiers - Generating a smooth curve

Submitted by Captain Kwok on Thu, 2007-02-01 17:10.

It sounds good to have low production on domed planets or with low populations, but not usually very fun in game play terms. I wouldn't go below 50% of the current defaults.

-----

Space Empires Depot | SE:V Balance Mod

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Re: Population production modifiers - Generating a smooth curve

Submitted by Nevyn on Thu, 2007-02-01 17:23.

What curve are you trying to achieve?
You could get a curve that is very steep to begin with then trails off later, or slow to start and spikes very sharply, or whatever....
Trying to decide on a formula without a shape is rather difficult.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Gyromancer on Thu, 2007-02-01 18:23.

Why not use ln(pop/1B)+1? The derivative at pop = 1B is the same as the derivative of the pop/1B line and it is pretty close to(albeit a little larger than) the sqaure root function.

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Re: Population production modifiers - Generating a smooth curve

Submitted by majorhavoc on Thu, 2007-02-01 21:25.

Check out the formula for the charge/discharge curve of a capacitor. It gives a nice smooth curve.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Mylon on Fri, 2007-02-02 03:05.

Re: Kwok,

While it may not sound very fun, the game does incorporate migration for automatic distribution of population to help matters, plus players can also set up migration themselves, so there are mitigating factors.

At the very least, this makes colony rushing slightly less powerful as it does not provide a quick surge in resources and manufacturing, early colonies will need outside help for protection (either to deliver weapons platforms or stand guard, or an expensive space yard ship to manufacture defenses.

On the plus side, the changes I've made add a very nice benefit for larger populations, capping it at 707% rate for a fully populated sphereworld.

Re: Majorhavoc,

The charge of a capacitor is undesirable. The rate of increase is too fast initially, and there is a maximum.

I want a fairly gradual curve with diminishing returns. The curve I set up has, as example datapoints, 10% production at 100M, 100% at 1B, and 200% at 4B. I figure linear production rate would likely get out of hand if it continues indefinitely. But given how the game handles migration and how quickly a planet can reach 1B because of migration, I'm not sure how relevant this entire topic is.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Gyromancer on Fri, 2007-02-02 07:52.

I haven't looked at how migration works yet, but if it is moddable by formula, maybe there's some way to factor the population in? Still, you'd expect that if a planet was in range to be colonized, and if it had achieved some minimum "infrastructure" population, you'd have people streaming in to take advantage of all the extra space ("Go West, Young Man...")

If you are interested in making the low end a little less drastic, you could use exp(pop * ln(2) / ln(10)) / 8

this would give 1/8x production at 1M, 1/4x at 10M, 1/2x at 100M, 1x at 1B, 2x at 10B, 4x at 100B, ...

Also, you should consider what a population production curve will do to the AI. It seems difficult to get the AI to pay attention to dumping pop into a colony after it is colonized. Perhaps it is better to make moving population directly prohibitively costly or impossible, and to model a population "push" at the low end through migration. (Huzzah for less micromanagement.... Smiling The assumption here is that the starting pop of a colony arrives in the first month by unseen transport, and makes use of all of the materials stored in the colony pod.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Fallen Haven on Fri, 2007-02-02 16:40.

Mylon wrote:
I want a fairly gradual curve with diminishing returns. The curve I set up has, as example datapoints, 10% production at 100M, 100% at 1B, and 200% at 4B. I figure linear production rate would likely get out of hand if it continues indefinitely. But given how the game handles migration and how quickly a planet can reach 1B because of migration, I'm not sure how relevant this entire topic is.

I do find this topic revelant, it would fit my mod perfectly. You can adjust the migration in the setting.txt si it won't get into 50%+ range, this might fix the quick fill of the larger worlds. My mod handle population transport a lot better than the stock game, my AI don't suffer as much from slow starting world as the stock AI would...

I already modded it so production start slowly with the few first millions then get better. But i haven't used a formula for this so it's far from efficient...

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Re: Population production modifiers - Generating a smooth curve

Submitted by Mylon on Fri, 2007-02-02 16:54.

Fallen Haven wrote:
I do find this topic revelant, it would fit my mod perfectly. You can adjust the migration in the setting.txt si it won't get into 50%+ range, this might fix the quick fill of the larger worlds. My mod handle population transport a lot better than the stock game, my AI don't suffer as much from slow starting world as the stock AI would...

I already modded it so production start slowly with the few first millions then get better. But i haven't used a formula for this so it's far from efficient...

It sounds like we think alike, both designing interrelated type mods as we are and tweaking with other things, too... Smiling I don't exactly use a formula for population production modifiers, but just a bunch of data points that follow two formulas. Took me a while to do that bit and it was generally annoying, but I did it.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Fallen Haven on Fri, 2007-02-02 17:01.

Mylon wrote:
It sounds like we think alike, both designing interrelated type mods as we are and tweaking with other things, too... Smiling I don't exactly use a formula for population production modifiers, but just a bunch of data points that follow two formulas. Took me a while to do that bit and it was generally annoying, but I did it.

One extra thing i did when modding the production was to make the SY and ressource production increase at different rates. For exemple the SY rate control how fast you are building, be it ships, buildings or units. I made this one increase slower than the other so larger worlds produce more ressources but don't build ships too fast. Also the first few millions produce very little SY wise while the ressource production start a bit stronger (this way it can take a while to build the initial buildings on a colony, but if you get one it won't cripple you with maintenance).

I truly wonder if it's possible to replace the whole clunky setting entry with formulas...

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Re: Population production modifiers - Generating a smooth curve

Submitted by Mylon on Fri, 2007-02-02 17:33.

Fallen Haven wrote:
Mylon wrote:
It sounds like we think alike, both designing interrelated type mods as we are and tweaking with other things, too... Smiling I don't exactly use a formula for population production modifiers, but just a bunch of data points that follow two formulas. Took me a while to do that bit and it was generally annoying, but I did it.

One extra thing i did when modding the production was to make the SY and ressource production increase at different rates. For exemple the SY rate control how fast you are building, be it ships, buildings or units. I made this one increase slower than the other so larger worlds produce more ressources but don't build ships too fast. Also the first few millions produce very little SY wise while the ressource production start a bit stronger (this way it can take a while to build the initial buildings on a colony, but if you get one it won't cripple you with maintenance).

You know, that's actually a very good idea. It makes sense that colony worlds ought to be more useful immediately than with the way my initial thoughts worked. I disagree with making well-populated worlds really good at mineral production, however. By making them better at manufacturing than resource production, colonies become more important to feed the bigger planets.

I'm changing things up a bit so that resource production scales linearly up to 100M, and after that it's based on the log of population, maxing at 270% at 50B.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Nevyn on Fri, 2007-02-02 17:41.

The problem of making colonies feed the bigger systems is that it clogs down the AI quite fast, since the AI isn't as good at knowing to not upgrade stuff or build stuff since it will cost too much maintinance. I'm having a go at my AI work on Stock I'm doing to write a far more reactive construction AI that will look ahead and consider maintinance as well as what materials it's short of, not just what the planet is best at, but thats going to take me a little while I suspect.

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Re: Population production modifiers - Generating a smooth curve

Submitted by Mylon on Fri, 2007-02-02 19:44.

Technically, given how my formulas work, colonies produce less and fully staffed worlds produce more than base SEV. Where a Sphereworld would only get a 99% boost in resource production in base SEV, they instead get a 170% boost.

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