Talk:Labor Camp
From PlanetsWiki
I think this section is wrong, since EE no longer need 25 ppl per camp, they need 100. Lord Lancelot 08:32, 2 August 2008 (CEST)
[edit] Labor Camp Mechanics
(according to a post by Magik
- Count up the number of prisoners held by the EE from all races at the base.
- Discard bot and borg
- Divide the result by 100
- If that is more than the # of camps then just use the number of camps for future calculations. Regardless, call this value vCount.
- Death rate is calculated: 1 - ((vCount / 100) * .005) where vCount is the # of camps from the result above.
- EE death rate increases by subtracting .1 from the result above.
- Limits are put on the death rate from .3 to 1.0
- Each type of prisoner for each race is run through: coloinsts, then crew, then troops, and HG.
- Dead prisoners = (1 - death rate) * prisoners + vCount.
- After everyone suffers then the cash and supplies come in.
- The original # of prisoners is used in the calculation.
- EE multiplies this # by 4. (This is not true anymore, Ability Removed in Host 213 series)
- Then divide by 100.
- Again, this is limited by the number of camps.
- gain supplies = effective camps * .2
- gain cash = effective camps * 3
- EE gain another: effective camps * 10
[[1]]
Let's P denote the PoWs and C the number of camps. According to what Magik
described the change of PoWs is
dP1=-(1-MAX(0.3;0.9-MIN(P/100;C)/20000))*P-MIN(P/100;C) for an EE
and
dP2=-(1-MAX(0.3;1-MIN(P/100;C)/20000))*P-MIN(P/100;C) for an non EE
"At the edge" a EE runs C camps with P=C*25 and where a non EE needs P=C*100
PoWs. So we have the death rates
r1=dP1/P=-1.01+MAX(0.3;0.9-C/80000)=-0.11-C/80000
r2=dP2/P=-1.01+MAX(0.3;1-C/20000))=-0.01-C/20000
(if C is sufficiently "small"(<10000))
Both are negative and a greater (less negative) value is the better one:
r1>r2 -> C>8000/3=2666.666...
So 2667 camps or more lead to a smaller death rate for EE than for non EE if
they run the camps "at the edge".
[edit] death rate should be applied only to working prisioners
Now Death rate is applied to all prisioner even if they doesn't work: (Prisoners * Active_Labor_Camps / 20.000) + Active_Labor_Camps and should be: ((Active_Labor_Camps*100) * Active_Labor_Camps / 20.000) + Active_Labor_Camps -> ( Active_Labor_Camps^2 / 200) + Active_Labor_Camps This will save lots of micromanagement Myflowers 00:08, 5 October 2008 (CEST)
