Growth

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This page focusses on the growth of colonists. For information on the growth of natives, have a look here.

Contents

[edit] Overview

Colonists pay taxes and taxes pay for your war efforts, so wouldn't you want to have more colonists? If you put colonists in a ground base, keep them well fed, happy, and pay attention to their delicate sensabilities then they will multiply. While being in a base (not in a ship or a pod) your colonists grow. The rate at which they grow is influenced by the growth rate of the race and other factors mentioned below.

Growth is a key factor of the game as high growth rate races tend to be more powerful than low growth races, because more population means more money (due to taxes ,cities & undercities). And money is the most important ressource early on - later on metals begin to become just as important. Furthermore, you get more Resource Points if you have a larger population which is important in big games.

[edit] Factors

[edit] Growth Rate

The growth rate of a race in Planets 4 is the basic rate that Colonists increase in their numbers.

  • Every 20 points equates to a 1% growth rate (ie 100 = 5% growth).

[edit] Growth Reducers

[edit] Population Cap

A Registered player’s Base will grow to a maximum of 50 million.
A Shareware player’s Base will grow to a maximum of 30 million.

[edit] Population

Every 1 million Colonists reduces growth by 1%. Unregistered players have a reduction of 1% for every 600,000 Colonists. This effect is mitigated due to back breeding of crew into the colonist population.

  • Range (Registered): 1 (nearly 0 Colonists) to 0.5 (50 million)
  • Range (Shareware): 1 (nearly 0 Colonists) to 0.5 (30 million)

[edit] Food

Growth is extremely dependant upon food. Normal game settings require a 100 turn supply of Food (equals 1,000 food per 1,000,000 colonists) to grow at your full capacity.

  • Range: 0.0 (0 Food) to 1.0 (at least 1k per Million colonists)
  • 0 Food results in 5% of Colonists dying.

See the Food/Growth section on the HConfig page for alternate settings.

[edit] Cities

Cities reduce your growth by 0.2% per city.

  • Range: 1.0 (0 Cities) to 0.0 (500 Cities)

Cities also have an additional, indirect, effect on growth; each requires 2 food each to run (see analysis). While this doesn't increase the stockpile required for full growth, large bases must import quite a bit of Food to maintain the stockpile.

[edit] Training Centers

Each Training Center lowers the growth by 1%. 50 TCs will halve your growth and 100 will stop growth.

  • Range: 1.0 (0 TCs) to 0.0 (100 TCs)

[edit] Shokazul Pulse

The Shokazul Pulse effectively stops the growth of all races (including the race who activates it).

  • Range: 1 (Pulse OFF) or 0 (Pulse ON)

[edit] Happiness

Happiness plays a very significant role in Growth. A 50% decrease (for Happiness < 30) almost equals the decrease of having 20 million colonists all in Cities.

[edit] Growth Increasers

[edit] Base Attack Mode

The ground base attack mode has an effect on growth. Bases with an attack mode of peaceful get a +5 point growth rate bonus (Host 196).

  • Range: +0 (non-Peaceful) or +5 (Peaceful)

This bonus of +0.25% is added to the base rate prior to multipliers.

[edit] Tank-O-Tronic

The Tank-O-Tronic cloning Exotic Techs increase your growth rate.

  • Range: +0 (all OFF) to +140 (all ON).

This bonus of +0% to +7% is added to the base rate prior to multipliers.

[edit] Undercities

Undercities are a huge benefit to those races that can build them. They have the double benefit of counteracting, 1 for 1, the largest growth penalty for large bases (cities) and directly increases growth by 1% per UC (max 30%).

  • Range: 0.0 (500 Cities, 0 Undercities) to 1.3 (1/1 City/UC split with 30 UCs).
  • Undercities are filled before Cities.

Using UCs will reduce total City income by 10%.

[edit] Happiness

Happiness plays a very significant role in Growth. A 50% increase (for Happiness > 80) offsets the decrease of having 10 million Colonists in cities on a Single base.

Note that happiness may change from the time that you submit your turn to the point of growth (Happiness changes prior to and after the happiness value is checked for growth rate, it is advisable to be somewhat higher to be sure to get the happiness bonus). The rates that happiness affects growth are:

Growth Mod Happiness
50% < 30
100% between 30 and 80
150% > 80

[edit] Calculation

The growth calculation takes in several factors to come to a growth percentage. After putting together that percentage, it is applied to colonists plus crew to determine the amount of new colonists. It is then applied to troops to determine the amount of new crew. It is finally applied to high guard to determine the amount of new troops.

Growth % = GRM/SOLM * HM * TCM * CM * UCM * POPM * FSM * CYM * XTLM
  • GRM (Growth Rate Modifier) = (Race growth rate + Tank-O-Tronic bonus + Peaceful bonus) / 100 * .05
  • SOLM (Solorian Growth Rate) = In lieu of GRM, Solorians use: (.2 + ((starheat + peaceful bonus) / 30)) * 0.05 if star heat > 90, (.2 + ((star heat + peaceful bonus) / 50)) * 0.05 if star heat > 70, or (.2 + ((star heat + peaceful bonus) / 90)) * 0.05 if star heat > 30, otherwise 0. Maximum value of 2. If Solorians base are set to peaceful, peaceful bonus is 5, other modes are 0. The decision points to a formula and each formula has the same bonus to the star heat in it. The only difference is the divisor of the star heat, which is done after the bonus is applied to the star heat. (.20 + ((star heat + bonus) / divisor)) * .05
  • HM (Happiness Modifier) = 1.5 if happiness > 80 or .5 if happiness < 30; otherwise 1
  • TCM (Training Center Modifier) = 1 - (training centers / 100). Minimum of 0, maximum of 1.
  • CM (City Modifier) = 1 - ((cities - undercities) * .002). The city/undercity delta has a minimum value of 0. Only fully populated and active cities are considered (after the delta). This CM can have a minimum value of 0 and a maximum value of 1.
  • UCM (Undercity Modifier) = 1 + .01 per undercity (up to 30)
  • POPM (Population Modifier) = (100,000,000 - colonists) / 100,000,000. Minimum of .01, maximum of 1. Shareware players use 60 million in this calcuation.
  • FSM (Food Stockpile Modifier) = food / (consumption rate * stockpile requirement). Minimum of 0, maximum of 1.
  • CYM (Cyborg Modifier) = 8 when King is present.
  • XTLM (Crystal Modifier) = 0 if climate < 95, .5 if climate < 99 or 1 if climate = 99 or 100

[edit] Back Breeding

[edit] Race Specials

  • Solorian growth rate stats mean nothing. They have their own special formula based on star heat. Solorians don't get bonuses from Tank-O-Tronic Exotic Techs.
  • Robot growth rate is zero and do not need food to grow, instead they build their colonists. When well played they are a high growth race.
  • The Colonies of Man colonists can grow in some ships.
  • The Interstellar Master Traders colonists can grow (slowly) on all owned ships.
  • The Cyborg King increases the growth in the base he is in.
  • Crystals growth is 0 when the climate is less than 95. It is halved when the climate is 95 to 98.

[edit] Growth Ratings

  • This lists include the +5 to the growth stat when maintaining "peaceful" military status lso take into account the bonus for happiness greater than 100% (x1.5) for the calculation of the effective growth (in %).
  • (Any race without undercities that tend to cluster their population on few worlds (e.g. Borg and Solorian) will suffer a huge reduction in grow't take into account that to maintain the

[edit] High Growth Races

Race Growth (Stat) effective Growth (%) Comment
Crystal 175 13.50% can be improved by Undercities (max. x1.3)
Borg 15 12% happiness=100 -> always x1.5, top growth with Cyborg King (only in 1 base)
Solorian 5-333 0%-25.38% depending on star heat (max. star heat: 94)
Scavenger 160 12.38% can be improved by Undercities (max. x1.3)
Peeps 150 11.63% can be improved by Undercities (max. x1.3)
Privateer 145 11.25%
Robot - - Stat is meaningless - Robots are built in Insectoid Nests


(+UA and Feds can have an effective stat of 156, Rebels can be up to 149.5 and RCS to 130)

[edit] Low Growth Races

Race Growth (Stat) effective Growth (%) Comment
UEA 85 6.75% can be improved by Undercities (max. x1.3), Hawkins Institute
Centaur 85 6.75%
EE 75 6% can be improved by Undercities (max. x1.3)
Drac 65 5.25%

[edit] Notes

  • If food drops to zero, 5% of the colonists die (HG, troops and crew are unaffected).

[edit] Other ways to increase population

Other factors will contribute to increasing your colonist population, but aren't directly related to growth.

  • Public Space Ports and Resorts can generate colonists as interstellar travelers visit your ground base. This effect is dependent on the colonists present, so this can be seen as an alternative (or additional) way of growth.
  • Cyborg can assimilate enemy personnel and natives.
  • A Recruiting Center will fill up the guest quarters of a ship with new colonists.
  • A Clone Lab will make copies of colonists on a ship.

[edit] See Also

  • City
  • Taxes
  • [1] Ship Calculator can compute your growth rate for you.
  • [2] Population Growth Calculator 0.23 by Jochen Schwarz (MS Excel) NEW
  • [3] Online calculation of growth and training rates at GRGZone
  • [4] Population Growth Calculator by Michael Richardson (MS Excel)
  • See this discussion for real-world evaluations of growth and the results found by Fabian and KBJ07675.

[edit] Bugs

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