1.1 Population System Query
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GalCiv2 Forums
A mathmatical query about the new Beta 1.1 population system, in the list of whats new it says:
Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire.
Perhaps I'm missing something, but if I've understood correctly this isn't so because whether you split you population or not you end up with the same total population growth.
For example, consider a world with 4 billion inhabitants and 5% population growth, after n turns it's population will be:
4 * (1.05^n)
However, instead consider two worlds each with 2 billion inhabitants. Assuming both worlds have 5% population growth, EACH world's population at n turns is defined by:
2 * (1.05^n)
However there are two worlds, so your population total for BOTH worlds after n turns is:
2 * 2 * (1.05^n) =
4 * (1.05^n)
i.e. it makes no difference to your total galactic population growth (and hence your tax revenue growth) whether you split a population across two worlds or not.
Of course the usual advantages / disadvantages for splitting a population apply, but these have always come out in favour of colonizing as many planets as fast as possible in the past and I imagine that'll be the case in 1.1 as well. Slowing down population growth does mean that it's not quite so absolutely essential to do well in the colony rush, but it doesn't give any penalties to rushing.
Of course an extra bonus to splitting a population is that now population growth is slower you need all you can get, and splitting a population across two worlds incours less overpopulation penalty to morale (and hence to population growth).
So as I see it, unless something else is going on, the new population rules don't make the colony rush any less important than it was before
Thanks
Tom
Here's the thing: If you drain a population down to only a few billion, it'll take you a very long time to recover. Say goodbye to mass colony rush. You'll need to be very careful or else you could end up with a vast empire of tiny populations producing no money while smaller empires grow beyond you and conquer your weak but large empire.
Perhaps I'm missing something, but if I've understood correctly this isn't so because whether you split you population or not you end up with the same total population growth.
For example, consider a world with 4 billion inhabitants and 5% population growth, after n turns it's population will be:
4 * (1.05^n)
However, instead consider two worlds each with 2 billion inhabitants. Assuming both worlds have 5% population growth, EACH world's population at n turns is defined by:
2 * (1.05^n)
However there are two worlds, so your population total for BOTH worlds after n turns is:
2 * 2 * (1.05^n) =
4 * (1.05^n)
i.e. it makes no difference to your total galactic population growth (and hence your tax revenue growth) whether you split a population across two worlds or not.
Of course the usual advantages / disadvantages for splitting a population apply, but these have always come out in favour of colonizing as many planets as fast as possible in the past and I imagine that'll be the case in 1.1 as well. Slowing down population growth does mean that it's not quite so absolutely essential to do well in the colony rush, but it doesn't give any penalties to rushing.
Of course an extra bonus to splitting a population is that now population growth is slower you need all you can get, and splitting a population across two worlds incours less overpopulation penalty to morale (and hence to population growth).
So as I see it, unless something else is going on, the new population rules don't make the colony rush any less important than it was before

Thanks
Tom

