Post by vylox on Oct 14, 2014 2:36:17 GMT -5
That's sort of interesting..... But....
Rinze map with 90 worlds, hard.
Bothi (sorta newish colony) population 5/8 contains a Palace 2, Exchange 3, starport 4, 2x Mine 4 for a total of 9 RP.
Perkth Rychart. Population 9/10 RP listed at 11.
Cellet also Rychart pop 4/6 with a listed 9RP (no mine 4s put in yet... Hell no mines yet!! But its a newish colony)
Munaitti Settlement Javat, pop 7/9 RP listed is 11 (it has 6 Mine 4 with only 7 population.....zzzz. This colony came out nice with 19q and 27m)
Beaumonde Javat,population 1/3 RP listed as 5. From Starport 3, exchange 2. That's all. (No mines here yet either)
Those are some on my phone....
While do not doubt your methodology, something might be missing somewhere....
It does stat that RP requires population to activate but I can not seem to find many of my colonies that have populations lower than their RP. Those 5 are the only ones between 2 different games. On my phone's game I have listed 119 total RP with an overall population of 106. If I remove the Rychart RP bonus from that listing I would have 101 RP. With 18 colonies (6x each) On the game I'm playing on my thrive I have a listed 133 pop with 188 RP. If I remove the Rychart static bonus I would have 170 RP listed.... With 23 total colonies, only 6 are Rychart.
I might have to go through and test that out.... I do however notice a difference per turn in my RP values based on whether or not I have something in the building queue... Something in the queue and the RP sometimes drops for that colony, nothing in queue RP maxes out regardless of the total population. (This is from an older play, i stopped after whiping out 2 Xeno. Hell's Razor. Population 3/5 idle. 14q, 11m has Starport 4, exchange 3, Palace 2 and Military Academy (Cadar) with 2xMine 4. According to your findings this planet should only produce 4 of the 9 possible, however the screen shows it at 9RP) So either the game is showing one number but using a different one, or RP requires idle population.
Rinze map with 90 worlds, hard.
Bothi (sorta newish colony) population 5/8 contains a Palace 2, Exchange 3, starport 4, 2x Mine 4 for a total of 9 RP.
Perkth Rychart. Population 9/10 RP listed at 11.
Cellet also Rychart pop 4/6 with a listed 9RP (no mine 4s put in yet... Hell no mines yet!! But its a newish colony)
Munaitti Settlement Javat, pop 7/9 RP listed is 11 (it has 6 Mine 4 with only 7 population.....zzzz. This colony came out nice with 19q and 27m)
Beaumonde Javat,population 1/3 RP listed as 5. From Starport 3, exchange 2. That's all. (No mines here yet either)
Those are some on my phone....
While do not doubt your methodology, something might be missing somewhere....
It does stat that RP requires population to activate but I can not seem to find many of my colonies that have populations lower than their RP. Those 5 are the only ones between 2 different games. On my phone's game I have listed 119 total RP with an overall population of 106. If I remove the Rychart RP bonus from that listing I would have 101 RP. With 18 colonies (6x each) On the game I'm playing on my thrive I have a listed 133 pop with 188 RP. If I remove the Rychart static bonus I would have 170 RP listed.... With 23 total colonies, only 6 are Rychart.
I might have to go through and test that out.... I do however notice a difference per turn in my RP values based on whether or not I have something in the building queue... Something in the queue and the RP sometimes drops for that colony, nothing in queue RP maxes out regardless of the total population. (This is from an older play, i stopped after whiping out 2 Xeno. Hell's Razor. Population 3/5 idle. 14q, 11m has Starport 4, exchange 3, Palace 2 and Military Academy (Cadar) with 2xMine 4. According to your findings this planet should only produce 4 of the 9 possible, however the screen shows it at 9RP) So either the game is showing one number but using a different one, or RP requires idle population.