Charis
Realms Beyond
It was immediately apparent on learning that the population growth curves were
"bell-shaped" that there might be good chances for mathematically optimizing
how many colonists to send over from a high pop world to a new colony. It's been
noted that the growth rate is highest at 50% of max, and lower both above and below.
Some have paid particular focus on keeping the pop right at, or above, 50%. In looking
up the growth formula, I found that it wasn't a "normal distribution" (your typical
bell curve) but a much simpler quadratic, as I expected. Specifically:
Current growth rate = max growth rate (1% to 5% based on fertility??)
* ( max population - current population size ) / maxPopulation
where: max population is based on planet size, habitability zone, etc.
Amount of pop increase = (current growth rate / 100) * Current population
Therefore absolute growth rate, delta Pop = G * (maxP - P) * P (quadratic in 'P')
Note the *percent* rate is maximum when tiny, linearly decreasing with P, but the
number of new peeps on your planet looks like this:
There are several key points to note from this. First of all, the change in efficiency
is by far smallest in the middle region, while the growth rate shifts are dramatic at
the ends. The "maximum" growth rate right at 50% seems overexaggerated. Note:
- You get 90% of that 'max growth rate' between 34% to 66% of your population.
- You get 80% of that 'max growth rate' between 27% to 73% of your population.
- You get 60% of that 'max growth rate' between 18% to 82% of your population.
Why is this important? If you have say a ocean 45 of 80 planet thinking about
shift units to a brand new 2 of 100 colony, you're sending far too few if you fear
going below the 50% mark of 40 for the ocean planet. Instead you should send more like 24!
(as long as you don't inactivate factories of course). ocean 21 of 80 still has a growth
rate of 75% of its best growth rate (at size 40), while the new colony will see also
be at 75% of its best growth rate. You'll get about +14 growth combined between the two
planets, while if you send only 5 colonists the new world is only at 25% of its best,
for a combined growth rate of +12. That's not a huge difference, but +2pop per turn
adds up. The benefit of increasing your transport drops when the planets are far apart,
since the BC you lose per turn in transit is larger.
So what *is* the optimal number of colonists to transport? First let me say that a good
player will base his decision on how many to send based on a variety of factors. Does he
need to emphasize homeworld factory growth, or empire growth? Does he need to send fewer
colonists so that he can make enough scouts 'next turn' when it matters? Or does the
situation suggest maximizing the empire's population growth. When it is the latter,
here's the formula, and where it comes from.
If you integrate the growth equation from one size to a future size, the results are:
Time it takes (in turns) to go from population P0 to P1, given growth rate G and max size M
t = ln( (P1*(M-P0)) / (P0*(M-P1)) ) / G
Population of a planet of size m, rate G, starting at size P0, after time t:
P1 = M / (1 + (M/P0 - 1)*Exp(-Gt))
If you shift 'd' colonists between two worlds, size p and P, max size m and M:
P + p = M / (1 + (M/(P0-d) - 1)*exp(-Gt)) + m / (1+m/(p0+d) - 1)*exp(-Gt))
The combined growth rate is dp/dt (the derivative) and to find the maximum, one can
set the derivative of dp/dt with respect to d, to zero, to obtain the optimal shift, d:
The result is a quadratic in d, but three napkins later, the result is simple (!)
d = (m*P - M*p) / (M+m)
The optimal number of colonists to ship, if you want to maximize the *total* growth
of the two planets, is found by the difference of cross multiplying size and max size,
divided by the sum of the max sizes. Let's take an example, before your head explodes.
Larger planet is size 45 of 80. P = 45, M = 80.
Smaller planet is size 2 of 100. p = 2, m = 100.
d = ( 45*100 - 2*80 ) / (80+100) (If this turned out negative, send the the other way!)
= 24.1 Since the colony planet will be growing, go ahead and round down.
So the optimal number to send to a nearby colony planet is 24, to maximize empire growth.
Example 2: Your terran homeworld is size 60 of 100 and a new colony has 2 of 50. How many?
d = (60*50 - 2*100) / (100+50) = 18.6.
So it would be best to send 18 colonists, not just 10. (Again, that's if you don't have
a pressing need to optimize homeworld factory growth instead of empire industry)
Does sending the optimal number for empire growth hurt factory production?
No! It 'shifts' factory production.
Gross Income is currently 0.5 per pop + 1.0 per factory, but the net income after
ecology is reduced by 0.5 per factory waste (until you get waste reduction techs)
So the net income is 0.5 * (pop + factory)
The number of total factories you can produce depends on net income, which depends
equally on pop and factories. So shifting around population simpy shifts WHERE those
factories will be built. A difference in 18 vs 10 colonists send would result in the
colony having about 4 more factories and the homeworld 4 less factories in a few turns.
What if the 'base' growth rates of the two planets are not even due to fertility?!
Let the base rates be g and G. By inspection of the limiting cases, the formula should be:
d = (g*m*P - G*M*p) / (G*M + g*m)
So when g=G, it reduces to the simpler form above. If G were 0, you would send all the
population P to the growing world. If g were zero you would send any p over there home.
Let's look at just one example, when g is 1/2 of G, the colony has half population growth.
Then d = (m*P/2 - M*p) / (M + m/2). With hospitable planets, 60 of 100 sending to a
colony of 2 of 40 would send 15.7 colonists, but if colony is half-growth, send 8.3.
A ballpark adjustment would be to send 1/2 of what you normally would.
Has this analysis been done before? Or is it a novel idea to suggest
d = (m*P - M*p) / (M+m) . . . . as the optimal transport size to maximize empire growth?
Questions, comments, counter-points?
Charis
"bell-shaped" that there might be good chances for mathematically optimizing
how many colonists to send over from a high pop world to a new colony. It's been
noted that the growth rate is highest at 50% of max, and lower both above and below.
Some have paid particular focus on keeping the pop right at, or above, 50%. In looking
up the growth formula, I found that it wasn't a "normal distribution" (your typical
bell curve) but a much simpler quadratic, as I expected. Specifically:
Current growth rate = max growth rate (1% to 5% based on fertility??)
* ( max population - current population size ) / maxPopulation
where: max population is based on planet size, habitability zone, etc.
Amount of pop increase = (current growth rate / 100) * Current population
Therefore absolute growth rate, delta Pop = G * (maxP - P) * P (quadratic in 'P')
Note the *percent* rate is maximum when tiny, linearly decreasing with P, but the
number of new peeps on your planet looks like this:
There are several key points to note from this. First of all, the change in efficiency
is by far smallest in the middle region, while the growth rate shifts are dramatic at
the ends. The "maximum" growth rate right at 50% seems overexaggerated. Note:
- You get 90% of that 'max growth rate' between 34% to 66% of your population.
- You get 80% of that 'max growth rate' between 27% to 73% of your population.
- You get 60% of that 'max growth rate' between 18% to 82% of your population.
Why is this important? If you have say a ocean 45 of 80 planet thinking about
shift units to a brand new 2 of 100 colony, you're sending far too few if you fear
going below the 50% mark of 40 for the ocean planet. Instead you should send more like 24!
(as long as you don't inactivate factories of course). ocean 21 of 80 still has a growth
rate of 75% of its best growth rate (at size 40), while the new colony will see also
be at 75% of its best growth rate. You'll get about +14 growth combined between the two
planets, while if you send only 5 colonists the new world is only at 25% of its best,
for a combined growth rate of +12. That's not a huge difference, but +2pop per turn
adds up. The benefit of increasing your transport drops when the planets are far apart,
since the BC you lose per turn in transit is larger.
So what *is* the optimal number of colonists to transport? First let me say that a good
player will base his decision on how many to send based on a variety of factors. Does he
need to emphasize homeworld factory growth, or empire growth? Does he need to send fewer
colonists so that he can make enough scouts 'next turn' when it matters? Or does the
situation suggest maximizing the empire's population growth. When it is the latter,
here's the formula, and where it comes from.
If you integrate the growth equation from one size to a future size, the results are:
Time it takes (in turns) to go from population P0 to P1, given growth rate G and max size M
t = ln( (P1*(M-P0)) / (P0*(M-P1)) ) / G
Population of a planet of size m, rate G, starting at size P0, after time t:
P1 = M / (1 + (M/P0 - 1)*Exp(-Gt))
If you shift 'd' colonists between two worlds, size p and P, max size m and M:
P + p = M / (1 + (M/(P0-d) - 1)*exp(-Gt)) + m / (1+m/(p0+d) - 1)*exp(-Gt))
The combined growth rate is dp/dt (the derivative) and to find the maximum, one can
set the derivative of dp/dt with respect to d, to zero, to obtain the optimal shift, d:
The result is a quadratic in d, but three napkins later, the result is simple (!)
d = (m*P - M*p) / (M+m)
The optimal number of colonists to ship, if you want to maximize the *total* growth
of the two planets, is found by the difference of cross multiplying size and max size,
divided by the sum of the max sizes. Let's take an example, before your head explodes.
Larger planet is size 45 of 80. P = 45, M = 80.
Smaller planet is size 2 of 100. p = 2, m = 100.
d = ( 45*100 - 2*80 ) / (80+100) (If this turned out negative, send the the other way!)
= 24.1 Since the colony planet will be growing, go ahead and round down.
So the optimal number to send to a nearby colony planet is 24, to maximize empire growth.
Example 2: Your terran homeworld is size 60 of 100 and a new colony has 2 of 50. How many?
d = (60*50 - 2*100) / (100+50) = 18.6.
So it would be best to send 18 colonists, not just 10. (Again, that's if you don't have
a pressing need to optimize homeworld factory growth instead of empire industry)
Does sending the optimal number for empire growth hurt factory production?
No! It 'shifts' factory production.
Gross Income is currently 0.5 per pop + 1.0 per factory, but the net income after
ecology is reduced by 0.5 per factory waste (until you get waste reduction techs)
So the net income is 0.5 * (pop + factory)
The number of total factories you can produce depends on net income, which depends
equally on pop and factories. So shifting around population simpy shifts WHERE those
factories will be built. A difference in 18 vs 10 colonists send would result in the
colony having about 4 more factories and the homeworld 4 less factories in a few turns.
What if the 'base' growth rates of the two planets are not even due to fertility?!
Let the base rates be g and G. By inspection of the limiting cases, the formula should be:
d = (g*m*P - G*M*p) / (G*M + g*m)
So when g=G, it reduces to the simpler form above. If G were 0, you would send all the
population P to the growing world. If g were zero you would send any p over there home.
Let's look at just one example, when g is 1/2 of G, the colony has half population growth.
Then d = (m*P/2 - M*p) / (M + m/2). With hospitable planets, 60 of 100 sending to a
colony of 2 of 40 would send 15.7 colonists, but if colony is half-growth, send 8.3.
A ballpark adjustment would be to send 1/2 of what you normally would.
Has this analysis been done before? Or is it a novel idea to suggest
d = (m*P - M*p) / (M+m) . . . . as the optimal transport size to maximize empire growth?
Questions, comments, counter-points?
Charis