Colonisation population seems too dependant on Rainfall
Posted: Sun Jun 14, 2020 7:07 am
According to this thread:
https://www.matrixgames.com/forums/tm.a ... =�
If you get the Rainfall per year high enough - in the meters/year, making the whole planet a tropical rain forrest - you can get colonisation populations in the Billions.
With that data (3.6 meter rainfall/year, 3.2 bi years, 40°C, 23% Oxygen from sea life), I could get a planet of 1484 millions (1.4 Billions) within 3 Colonisation rolls
Another 6 or so rolls and I got 3.5 Billion. Another 3 got me 4.6 Billion.
Oddly the really extreme values (several Billions) seem to end up with 0% Farming Industry. So it is not like it was the abundance of local food that caused those values - it just seems entirely based on rainfall. And possibly the population density block out hexes for farming during generation.
This does not seem very intentional. Both the total population size being way out of scale and the lack of any local farming seem to conflict, producing a inflated amount of ruins with no internal logic.
https://www.matrixgames.com/forums/tm.a ... =�
If you get the Rainfall per year high enough - in the meters/year, making the whole planet a tropical rain forrest - you can get colonisation populations in the Billions.
With that data (3.6 meter rainfall/year, 3.2 bi years, 40°C, 23% Oxygen from sea life), I could get a planet of 1484 millions (1.4 Billions) within 3 Colonisation rolls
Another 6 or so rolls and I got 3.5 Billion. Another 3 got me 4.6 Billion.
Oddly the really extreme values (several Billions) seem to end up with 0% Farming Industry. So it is not like it was the abundance of local food that caused those values - it just seems entirely based on rainfall. And possibly the population density block out hexes for farming during generation.
This does not seem very intentional. Both the total population size being way out of scale and the lack of any local farming seem to conflict, producing a inflated amount of ruins with no internal logic.