Post by John Robinson on Jun 10, 2014 19:04:46 GMT -5
A Balance of Power
Building Hab units may sometimes feel tedious. Not getting an increase in population early in the game can be devastating. Or to be a little
less dramatic it feels like waiting for the egg timer to go off hoping the Xenos don't get you first lol..
Yesterday I ran a test to see how many turns it would take to get each of the three starting hive colonies to reach a population of 2 or higher.
Games vary widely but in this one it required a total of 24 turns. After many hours of work I reached 3 conclusions.
1. The original hive Colonies need a +1 population increase early in the game to be successful.
Until a Colony reaches Factory Active 2 Total 2 Max 2, their progress is greatly suppressed. The Factory 2/2/2 is reached as soon as a
colony's population increases by +1.
Rather than a flood, or drought of new refugees an early trickle that adds +1 to all three starting colonies before Turn 10
would really bring better balance, and increase my enjoyment because of a better sense of progress watching them grow their abilities
to build the things new technologies unlock.
(You can land all three hives by turn 4 in a 36x36 map)
2. Better choice of colony mix.
In my test game Cadar Prime received an early increase in population of +2 for a total of 3 by turn 11 with a total of +4 by game end.
De Valtos Prime and Rychart Prime struggled. De Valtos received a +1 at turn 19, Rychart at 24.
An early population increase combined with the Cadar CP bonus creates a strong motivation to create an all Cadar Empire of colonies.
Cadar Prime had the CP base to rapidly construct Colony ships had I chosen to do so.
I really wanted to see what would happen if more colonies were De Valtos but waited in vain for the refugees to arrive.
3. Productivity at the end of the test
De Valtos Prime had a population of 2 was still building it's first Factory 1 at 68% completion and had only completed one other upgrade a Hab Unit I
Rychart Prime finally got a +1 population in the last turn of the game. Had completed construction of 1 Hab Unit I, and was building
it's first Factory I at 44% completion.
Cadar Prime had a population of 4, completed 2 Hab Unit I. 1 Factory I. 2 Mine I and was starting to build another Hab Unit 1.
If you look at the final set of tables you can see Cadar Prime had an overwhelming superiority over the other 2.
Game Setup: Normal Difficulty. 36x36 Map (26 Worlds) Escort Ships 2 Templar Defenders,
and Explorer demolished in Turn 1. Running on v1.0.17
Turn/Population Increased:
About the tables: Turns 2,3 and 4 are listed to show Empire status once all three colonies were established.
After that the tables are displayed only during a turn where a population increase occurred.
The test game was played for a total of 26 turns the information triple checked before moving on to the next turn.
Turn 2.
Announcements: Colony Hive has established a new colony on De Valtos Prime (29,33)
Politics: Trade Route Cadar and Rychart. When Factions cooperate along a Trade Route, it increases the value of TP by $3 per CP per Turn.
Researching: Planetary Construction 1 (unlock Factory 1)
Known Tech: n/a
Empire Summary
Building: Hab Unit 1
Upgrades: 1 Starport III Generates 2 CP from 2 Population. Exploit 1 Minerals. +1 Research. Maintenance $10/Turn.
(De Valtos Prime has not reached a population of 2 yet)
Turn 3.
Announcements: Colony Hive has established a new colony on Rychart Prime (29,24)
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1)
Known Tech: n/a
Empire Summary
Building: Hab Unit 1 10% Completed
Upgrades: 1 Starport III
Building: Hab Unit 1 0% Completed
Upgrades: 1 Starport III
Turn 4.
Announcements: Colony Hive has established a new colony on Cadar Prime (27,28)
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1) 32% Completed
Known Tech: n/a
Empire Summary
Building: Hab Unit 1 20% Completed
Upgrades: 1 Starport III
Building: Hab Unit 1 10% Completed
Upgrades: 1 Starport III
Building: Hab Unit 1 0% Completed
Upgrades: 1 Starport III
Turn 8.
Announcements: Cadar Prime installed a Hab Unit 1
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1) 96% Completed
Known Tech: n/a
Empire Summary
Building: Hab Unit 1 60% Completed
Upgrades: 1 Starport III
Building: Hab Unit 1 50% Completed
Upgrades: 1 Starport III
Building: idle none (waiting for next turn factory unlock)
Upgrades: 1 Starport III. 1 Hab Unit I
Note: Cadar Prime has now reached a population of 2
Turn 11.
Announcements: Our duty is to guide refugee Star Traders to a new home among the stars..
Politics: Trade Route Cadar and Rychart.
Researching: Starship Construction 1. (unlock Transport) 16% Completed.
Known Tech: Planetary Construction 1
Empire Summary
Building: Hab Unit 1 90% Completed
Upgrades: 1 Starport III
Building: Hab Unit 1 80% Completed
Upgrades: 1 Starport III
Building: Factory I (32%)
Upgrades: 1 Starport III. 1 Hab Unit I
Cadar Prime has increased Population +1 to 3 total.
Turn 19.
Announcements: Cadar Prime installed a mine I. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 16% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Building: Factory 1 (28%)
Upgrades: 1 Starport III. 1 Hab Unit I.
Note: De Valtos Prime finally increased population +1 to 2 way too long to wait
Building: Factory 1 (24%)
Upgrades: 1 Starport III. 1 Hab Unit 1.
Building: Mine I (0%)
Upgrades: 1 Starport III. 1 Hab Unit I. 1 Factory I. 1 Mine I.
Turn 20.
Announcements: Cadar Prime is at Housing capacity. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 24% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Building: Factory 1 (36%)
Upgrades: 1 Starport III. 1 Hab Unit I.
Building: Factory 1 (28%)
Upgrades: 1 Starport III. 1 Hab Unit 1.
Building: Mine I (33%)
Upgrades: 1 Starport III. 1 Hab Unit I. 1 Factory I. 1 Mine I.
Note: Population increased by +1 total of 4, bar turned orange.
Turn 24.
Announcements: Cadar Prime installed a Hab Unit I. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 56% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Building: Factory 1 (68%)
Upgrades: 1 Starport III. 1 Hab Unit I.
Building: Factory 1 (44%)
Upgrades: 1 Starport III. 1 Hab Unit 1
Note: Rychart Prime increases Population +1 to 2.
Building: Hab Unit I (0%)
Upgrades: 1 Starport III. 2 Hab Unit I. 1 Factory I. 2 Mine I.
Note: the Population bar was still orange so I started building another Hab I
Building Hab units may sometimes feel tedious. Not getting an increase in population early in the game can be devastating. Or to be a little
less dramatic it feels like waiting for the egg timer to go off hoping the Xenos don't get you first lol..
Yesterday I ran a test to see how many turns it would take to get each of the three starting hive colonies to reach a population of 2 or higher.
Games vary widely but in this one it required a total of 24 turns. After many hours of work I reached 3 conclusions.
1. The original hive Colonies need a +1 population increase early in the game to be successful.
Until a Colony reaches Factory Active 2 Total 2 Max 2, their progress is greatly suppressed. The Factory 2/2/2 is reached as soon as a
colony's population increases by +1.
Rather than a flood, or drought of new refugees an early trickle that adds +1 to all three starting colonies before Turn 10
would really bring better balance, and increase my enjoyment because of a better sense of progress watching them grow their abilities
to build the things new technologies unlock.
(You can land all three hives by turn 4 in a 36x36 map)
2. Better choice of colony mix.
In my test game Cadar Prime received an early increase in population of +2 for a total of 3 by turn 11 with a total of +4 by game end.
De Valtos Prime and Rychart Prime struggled. De Valtos received a +1 at turn 19, Rychart at 24.
An early population increase combined with the Cadar CP bonus creates a strong motivation to create an all Cadar Empire of colonies.
Cadar Prime had the CP base to rapidly construct Colony ships had I chosen to do so.
I really wanted to see what would happen if more colonies were De Valtos but waited in vain for the refugees to arrive.
3. Productivity at the end of the test
De Valtos Prime had a population of 2 was still building it's first Factory 1 at 68% completion and had only completed one other upgrade a Hab Unit I
Rychart Prime finally got a +1 population in the last turn of the game. Had completed construction of 1 Hab Unit I, and was building
it's first Factory I at 44% completion.
Cadar Prime had a population of 4, completed 2 Hab Unit I. 1 Factory I. 2 Mine I and was starting to build another Hab Unit 1.
If you look at the final set of tables you can see Cadar Prime had an overwhelming superiority over the other 2.
Game Setup: Normal Difficulty. 36x36 Map (26 Worlds) Escort Ships 2 Templar Defenders,
and Explorer demolished in Turn 1. Running on v1.0.17
Turn/Population Increased:
8 | +1 | Cadar Prime total of 2 |
11 | +1 | Cadar Prime total of 3 |
19 | +1 | De Valtos Prime total of 2 |
20 | +1 | Cadar Prime total of 4 |
24 | +1 | Rychart Prime total of 2 |
About the tables: Turns 2,3 and 4 are listed to show Empire status once all three colonies were established.
After that the tables are displayed only during a turn where a population increase occurred.
The test game was played for a total of 26 turns the information triple checked before moving on to the next turn.
Turn 2.
Announcements: Colony Hive has established a new colony on De Valtos Prime (29,33)
Politics: Trade Route Cadar and Rychart. When Factions cooperate along a Trade Route, it increases the value of TP by $3 per CP per Turn.
Researching: Planetary Construction 1 (unlock Factory 1)
Known Tech: n/a
Empire Summary
Colonies 1 | Pop/Housing 1/3 | Spice Morale 1/10 | Colony $ 9/10 |
Maint Rate % 90 | Factory 2 | Busy Tot CP 0/2 | Mineral/Total 1/12 |
Quality 1/17 | Def/Ships 0/2 | Ships/$ 0/0 | Res/Spy 2/1 |
Trade 2 | Economy 84 | Income 75 | Treasury 1,905 |
De Valtos Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/12 8% | RP/Spy 2/0 |
Defense 0/3 | CP +1(0) | $ +66/-9 | Treas 1,905 |
Upgrades: 1 Starport III Generates 2 CP from 2 Population. Exploit 1 Minerals. +1 Research. Maintenance $10/Turn.
(De Valtos Prime has not reached a population of 2 yet)
Turn 3.
Announcements: Colony Hive has established a new colony on Rychart Prime (29,24)
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1)
Known Tech: n/a
Empire Summary
Colonies 2 | Pop/Housing 2/6 | Spice Morale 2/10 | Colony $ 18/20 |
Maint Rate % 90 | Factory 4 | Busy Tot CP 1/3 | Mineral/Total 2/21 |
Quality 2/36 | Def/Ships 0/1 | Ships/$ 0/0 | Res/Spy 6/4 |
Trade 2 | Economy 119 | Income 101 | Treasury 1,906 |
De Valtos Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/12 8% | RP/Spy 2/0 |
Defense 0/3 | CP +1(0) | $ +66/-9 | Treas 1,906 |
Upgrades: 1 Starport III
Rychart Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/2 |
Defense 0/3 | CP +1(0) | $ +24/-9 | Treas 1,906 |
Upgrades: 1 Starport III
Turn 4.
Announcements: Colony Hive has established a new colony on Cadar Prime (27,28)
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1) 32% Completed
Known Tech: n/a
Empire Summary
Colonies 3 | Pop/Housing 3/9 | Spice Morale 3/10 | Colony $ 27/30 |
Maint Rate % 90 | Factory 8 | Busy Tot CP 2/6 | Mineral/Total 3/39 |
Quality 3/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 152 | Income 125 | Treasury 1,931 |
De Valtos Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/12 8% | RP/Spy 2/0 |
Defense 0/3 | CP +1(0) | $ +66/-9 | Treas 1,931 |
Upgrades: 1 Starport III
Rychart Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/2 |
Defense 0/3 | CP +1(0) | $ +24/-9 | Treas 1,931 |
Upgrades: 1 Starport III
Cadar Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/18 5% | RP/Spy 2/0 |
Defense 0/3 | CP +3(0) | $ +24/-9 | Treas 1,931 |
Upgrades: 1 Starport III
Turn 8.
Announcements: Cadar Prime installed a Hab Unit 1
Politics: Trade Route Cadar and Rychart.
Researching: Planetary Construction 1 (unlock Factory 1) 96% Completed
Known Tech: n/a
Empire Summary
Colonies 3 | Pop/Housing 4/10 | Spice Morale 3/10 | Colony $ 27/40 |
Maint Rate % 67 | Factory 8 | Busy Tot CP 5/3 | Mineral/Total 3/39 |
Quality 4/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 141 | Income 114 | Treasury 2,387 |
De Valtos Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/12 8% | RP/Spy 2/0 |
Defense 0/3 | CP +1(0) | $ +66/-9 | Treas 2,387 |
Upgrades: 1 Starport III
Rychart Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/2 |
Defense 0/3 | CP +1(0) | $ +24/-9 | Treas 2,387 |
Upgrades: 1 Starport III
Cadar Prime | Pop/House 2/4 50% | Spice 5/2 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 2/2/2 100% | Mineral 1/18 5% | RP/Spy 2/0 |
Defense 0/3 | CP +3(0) | $ +46/-18 | Treas 2,387 |
Upgrades: 1 Starport III. 1 Hab Unit I
Note: Cadar Prime has now reached a population of 2
Turn 11.
Announcements: Our duty is to guide refugee Star Traders to a new home among the stars..
Politics: Trade Route Cadar and Rychart.
Researching: Starship Construction 1. (unlock Transport) 16% Completed.
Known Tech: Planetary Construction 1
Empire Summary
Colonies 3 | Pop/Housing 5/10 | Spice Morale 3/10 | Colony $ 36/40 |
Maint Rate % 90 | Factory 8 | Busy Tot CP 6/2 | Mineral/Total 3/39 |
Quality 4/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 154 | Income 118 | Treasury 2,563 |
De Valtos Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/17 5% | Fact A/T/M 1/2/1 100% | Mineral 1/12 8% | RP/Spy 2/0 |
Defense 0/3 | CP +1(0) | $ +66/-9 | Treas 2,563 |
Upgrades: 1 Starport III
Rychart Prime | Pop/House 1/3 33% | Spice 5/1 | Morale 10/10 100% |
Quality 1/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/2 |
Defense 0/3 | CP +1(0) | $ +24/-9 | Treas 2,563 |
Upgrades: 1 Starport III
Cadar Prime | Pop/House 3/4 75% | Spice 5/3 | Morale 10/10 100% |
Quality 2/17 5% | Fact A/T/M 2/2/3 100% | Mineral 1/18 5% | RP/Spy 2/1 |
Defense 0/3 | CP +4(0) | $ +41/-18 | Treas 2,563 |
Upgrades: 1 Starport III. 1 Hab Unit I
Cadar Prime has increased Population +1 to 3 total.
Turn 19.
Announcements: Cadar Prime installed a mine I. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 16% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Colonies 3 | Pop/Housing 6/12 | Spice Morale 3/10 | Colony $ 63/75 |
Maint Rate % 84 | Factory 10 | Busy Tot CP 7/3 | Mineral/Total 4/39 |
Quality 8/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 167 | Income 104 | Treasury 2,467 |
De Valtos Prime | Pop/House 2/4 50% | Spice 5/2 | Morale 10/10 100% |
Quality 2/17 11% | Fact A/T/M 2/2/2 100% | Mineral 1/12 8% | RP/Spy 2/1 |
Defense 0/4 | CP +2(0) | $ +70/-18 | Treas 2,467 |
Upgrades: 1 Starport III. 1 Hab Unit I.
Note: De Valtos Prime finally increased population +1 to 2 way too long to wait
Rychart Prime | Pop/House 1/4 25% | Spice 5/1 | Morale 10/10 100% |
Quality 1/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/3 |
Defense 0/4 | CP +1(0) | $ +15/-18 | Treas 2,467 |
Upgrades: 1 Starport III. 1 Hab Unit 1.
Cadar Prime | Pop/House 3/4 75% | Spice 5/3 | Morale 10/10 100% |
Quality 4/17 23% | Fact A/T/M 3/4/3 100% | Mineral 2/18 11% | RP/Spy 2/1 |
Defense 0/6 | CP +5(0) | $ +48/-31 | Treas 2,467 |
Upgrades: 1 Starport III. 1 Hab Unit I. 1 Factory I. 1 Mine I.
Turn 20.
Announcements: Cadar Prime is at Housing capacity. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 24% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Colonies 3 | Pop/Housing 7/12 | Spice Morale 3/10 | Colony $ 67/75 |
Maint Rate % 89 | Factory 10 | Busy Tot CP 8/3 | Mineral/Total 4/39 |
Quality 8/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 200 | Income 133 | Treasury 2,600 |
De Valtos Prime | Pop/House 2/4 50% | Spice 5/2 | Morale 10/10 100% |
Quality 2/17 11% | Fact A/T/M 2/2/2 100% | Mineral 1/12 8% | RP/Spy 2/1 |
Defense 0/4 | CP +2(0) | $ +70/-18 | Treas 2,600 |
Upgrades: 1 Starport III. 1 Hab Unit I.
Rychart Prime | Pop/House 1/4 25% | Spice 5/1 | Morale 10/10 100% |
Quality 2/19 5% | Fact A/T/M 1/2/1 100% | Mineral 1/9 11% | RP/Spy 4/3 |
Defense 0/4 | CP +1(0) | $ +15/-18 | Treas 2,600 |
Upgrades: 1 Starport III. 1 Hab Unit 1.
Cadar Prime | Pop/House 4/4 100% | Spice 5/4 | Morale 10/10 100% |
Quality 4/17 23% | Fact A/T/M 4/4/4 100% | Mineral 2/18 11% | RP/Spy 2/1 |
Defense 0/6 | CP +6(0) | $ +54/-38 | Treas 2,600 |
Upgrades: 1 Starport III. 1 Hab Unit I. 1 Factory I. 1 Mine I.
Note: Population increased by +1 total of 4, bar turned orange.
Turn 24.
Announcements: Cadar Prime installed a Hab Unit I. Diplomatic Efforts are suspended. Select a new Treaty.
Politics: Trade Route Cadar and Rychart is still being displayed why select a new treaty?
Researching: Planetary Construction 2. (unlock Spice Den) 56% Completed.
Known Tech: Planetary Construction 1. Starship Construction 1.
Empire Summary
Colonies 3 | Pop/Housing 8/13 | Spice Morale 3/10 | Colony $ 80/90 |
Maint Rate % 88 | Factory 10 | Busy Tot CP 9/1 | Mineral/Total 5/39 |
Quality 10/53 | Def/Ships 0/0 | Ships/$ 0/0 | Res/Spy 8/5 |
Trade 2 | Economy 233 | Income 153 | Treasury 2,984 |
De Valtos Prime | Pop/House 2/4 50% | Spice 5/2 | Morale 10/10 100% |
Quality 2/17 11% | Fact A/T/M 2/2/2 100% | Mineral 1/12 8% | RP/Spy 2/1 |
Defense 0/4 | CP +2(0) | $ +70/-18 | Treas 2,984 |
Upgrades: 1 Starport III. 1 Hab Unit I.
Rychart Prime | Pop/House 2/4 50% | Spice 5/2 | Morale 10/10 100% |
Quality 2/19 5% | Fact A/T/M 2/2/2 100% | Mineral 1/9 11% | RP/Spy 4/3 |
Defense 0/4 | CP +1(0) | $ +28/-18 | Treas 2,984 |
Upgrades: 1 Starport III. 1 Hab Unit 1
Note: Rychart Prime increases Population +1 to 2.
Cadar Prime | Pop/House 4/5 80% | Spice 5/4 | Morale 10/10 100% |
Quality 6/17 35% | Fact A/T/M 4/4/4 100% | Mineral 3/18 16% | RP/Spy 2/1 |
Defense 0/8 | CP +6(0) | $ +67/-45 | Treas 2,984 |
Upgrades: 1 Starport III. 2 Hab Unit I. 1 Factory I. 2 Mine I.
Note: the Population bar was still orange so I started building another Hab I