Population above 50% reduces colony profitability

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SgtBootStrap
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Re: Population above 50% reduces colony profitability

Post by SgtBootStrap »

Emperor0Akim wrote: Thu Mar 24, 2022 5:41 pm
SgtBootStrap wrote: Thu Mar 24, 2022 2:55 pm
Emperor0Akim wrote: Thu Mar 24, 2022 8:13 am Just out of interest, how much is the upkeep of all facilities in addidion to the planetary support cost ?
Given the Pic above, with that Max'd out Planet, with a ton of Troops, it shows as -26,829. :)
Thats planetary support cost. What I meant is : the Administration Building, the Shipyards etc.
cost upkeep as well.
That should be added to the 27k of support cost.
Interesting point. One just assumes that Revenue generated, listed first in the noted column includes All expenses. If that is not the case then that would be strange indeed.
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zgrssd
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Re: Population above 50% reduces colony profitability

Post by zgrssd »

Emperor0Akim wrote: Thu Mar 24, 2022 5:41 pm
SgtBootStrap wrote: Thu Mar 24, 2022 2:55 pm
Emperor0Akim wrote: Thu Mar 24, 2022 8:13 am Just out of interest, how much is the upkeep of all facilities in addidion to the planetary support cost ?
Given the Pic above, with that Max'd out Planet, with a ton of Troops, it shows as -26,829. :)
Thats planetary support cost. What I meant is : the Administration Building, the Shipyards etc.
cost upkeep as well.
That should be added to the 27k of support cost.
I would only add the 1k for the Planetary Admin.

Everything else is there either:
- becaue this is a recruitment ground for Invasion armies
- because this is a heavily defended capital, where you place all the wonders and empire uniques
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Emperor0Akim
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Re: Population above 50% reduces colony profitability

Post by Emperor0Akim »

There is also the Trade Bazaar, 5k per year
The Diplomatic Centre, 1k a year

and a few else with planetary development bonus, which is a thing Erik said is important.
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zgrssd
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Re: Population above 50% reduces colony profitability

Post by zgrssd »

Emperor0Akim wrote: Thu Mar 24, 2022 6:52 pm There is also the Trade Bazaar, 5k per year
The Diplomatic Centre, 1k a year

and a few else with planetary development bonus, which is a thing Erik said is important.
I am not so sure that we can count them. While it is true they do start as purely Planetary Bonuses, they do transition over into Empire Wide Bonuses.
And Empire Wide Bonuses are something you will build anyway and thus they are "just" the planet that hosts the bonus. If it was not them, another one would do it.

The Bazar upgrades to the Guild, which already gives a +20% Trade Income Empire wide.
The Diplomacy Center is a dedicated Bonus to Diplomacy and all Research. With the Happiness being a side grade
And even the Administraiton Building Line gains Empirewide Bonuses at the District.
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Erik Rutins
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Re: Population above 50% reduces colony profitability

Post by Erik Rutins »

OloroMemez wrote: Thu Mar 24, 2022 3:17 am I'm not saying that higher pop worlds can't make more tax revenue if yo're increasing development, boosting suitability, and building admin to increase corruption reduction.
But on that colony, you'd be better off deliberately causing rebellions and killing your population to bring them down below either 50% or 75% filled, while keeping suitability, development, and corruption reduction the same.
I disagree with you on that, but if you have the testing and math to back up that claim I'd be happy to take a look at it.

There are many benefits to having a max or > max population world, if you manage and develop it well. It's always good to get population to also migrate to other worlds where they will grow faster and initially not be subject to diminishing returns on their productivity, but I don't see how killing your population is ever a good thing if you want to win the game.
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Prometheus0000
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Re: Population above 50% reduces colony profitability

Post by Prometheus0000 »

Erik Rutins wrote: Thu Mar 24, 2022 8:57 pm It's always good to get population to also migrate to other worlds
I can't really agree with this, as the migration AI seems to like sending my humans to worlds that are not suited to it, and since I have so many, it flips which is the majority race, and then I had high support costs.

I appreciate that there's an empire-wide population policy screen, but we really need one for each type of planet too, so I can tell only species suitable to migrate to ice planets for example. Setting the PP for each planet is tedious, given how many races and potential colonies there are.
AKicebear
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Re: Population above 50% reduces colony profitability

Post by AKicebear »

Prometheus0000 wrote: Fri Mar 25, 2022 12:52 am I appreciate that there's an empire-wide population policy screen, but we really need one for each type of planet too, so I can tell only species suitable to migrate to ice planets for example. Setting the PP for each planet is tedious, given how many races and potential colonies there are.
Agreed this would be a very useful quality of life improvement to the UI.
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Re: Population above 50% reduces colony profitability

Post by zgrssd »

Prometheus0000 wrote: Fri Mar 25, 2022 12:52 am
Erik Rutins wrote: Thu Mar 24, 2022 8:57 pm It's always good to get population to also migrate to other worlds
I can't really agree with this, as the migration AI seems to like sending my humans to worlds that are not suited to it, and since I have so many, it flips which is the majority race, and then I had high support costs.
I had a similar experience with a Colonyship:
https://www.matrixgames.com/forums/view ... 6&t=381776

The system needs to learn to at least look only for majority species. Even better if it could actually only grab that one species it wants.
OloroMemez
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Re: Population above 50% reduces colony profitability

Post by OloroMemez »

Erik Rutins wrote: Thu Mar 24, 2022 8:57 pm I disagree with you on that, but if you have the testing and math to back up that claim I'd be happy to take a look at it.

There are many benefits to having a max or > max population world, if you manage and develop it well. It's always good to get population to also migrate to other worlds where they will grow faster and initially not be subject to diminishing returns on their productivity, but I don't see how killing your population is ever a good thing if you want to win the game.
I'll have a separate thread up tomorrow at 12PM EST, which will include a link to my calculator spreadsheet. I'm still working on a revenue curve formula that plots out revenue over time as population changes, but easier for me to do that in python than a spreadsheet.
baldamundo
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Re: Population above 50% reduces colony profitability

Post by baldamundo »

Emperor0Akim wrote: Thu Mar 24, 2022 5:41 pm
SgtBootStrap wrote: Thu Mar 24, 2022 2:55 pm
Emperor0Akim wrote: Thu Mar 24, 2022 8:13 am Just out of interest, how much is the upkeep of all facilities in addidion to the planetary support cost ?
Given the Pic above, with that Max'd out Planet, with a ton of Troops, it shows as -26,829. :)
Thats planetary support cost. What I meant is : the Administration Building, the Shipyards etc.
cost upkeep as well.
That should be added to the 27k of support cost.
Yes this really needs to be displayed in-game in the planet's information screen. And the maintenance costs for orbiting spaceports and defensive bases too, as well as garrisoned troops. It's very difficult to keep track of whether or not a colony is actually profitable without it.

Also while we're on oddities with planetary economic calculations, it seems like even large population colonies with high development always have much lower mining speed than mining bases. Which seems wrong to me? I would have thought a colony should always have higher mining output. Seems like it should be an option to colonise a low suitability world with a valuable resource in order to exploit the resource, with the tradeoff of having to pay big cash support costs. And particularly seems perverse that there's afaik never any good reason to colonise the rare Korabbian Spice planets (seem to always have a very low population cap) - which are clearly meant to be a Dune reference, and in Dune they did settle the planet and land ground troops to fight over it!
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