DA - producing money - a testbed results

Hi!

This and previous night I did a testbed regarding money production, especially trade revenue and income formula from a single planet, as in DA I had biger problems with early money than I had in DL, and the developers also stated the revenue was nerfed. I wanted to know by how much. The base money-making formula was discovered by random50 some time ago and is:
  34.5 * sqrt(population_in_billions) * tax_rate * (1 + (sum from buildings on planet)) * (1 + (sum from racial bonuses) ) 
More about it you can find on Wiki.

To be short: after running DA game version 1.50.59 for about 3 hours and 4 game-years on a class-20 planet with zero economy bonus (0% in abilities, no resources mined, no econ or government tech researched, no econ buildings built) and permanent 29% tax I found that the formula is still valid. The only change is the first constant - instead of 34.5 I used 28.5 and got a very good match between predicted results and most of the obtained data.

Conclusion: planets in DA provide 21% less money than in DL.
Addition(Jun 2007): Jonathan Hoof has found the constant in DA 1.6 has changed again: it is now about 24, so tax revenue is decreased for another 19%.

Other findings
1) Accuracy of formula with low and high population.
- below 0.3B of population was the formula not acurate, but that's probably because of rounding float-number income to a displayed whole number.
- Above 24B I actually started LOSING income. It went from initiall 40BC down to 38, but that was probably because of low approval on my testbed planet. It lost with the last 1B pop (from ~23.5 to 24.5B) about 40% approval, and the planet was "held" in range 30%-38% approval for about a year and a half, before additional Virtual Reality Centers were built and approval increased to 64%. The population started to grow again, when approval increased above 40%, but I noticed the increase in income only after the approval went over 50%, and the pop went above 28B. When I ended testing it generated from 36B pop 43BC income.

2) Trade revenue
In is common knowledge that starting value of trade route also depends on amount of population on both planets. My research proved that, however the effect is small. The first trade route from the observed planet, when it was at ~11B to Sol with 12B pop was worth 3BC. The value of the 8th, when the planet was at 24B was 4BC. Killing 30B pop by destroying all farms decreased trade revenue of all 8 trade routes from 143BC to 122BC.
When I replaced some VRCs and factories on the observed planet with Market Centers, increasing income from 43BC to 65BC, the trade revenue didn't change, when compared with the simulation run without MCs.
Conclusion: population has only a small effect (~15%) on trade revenue. For best results better take the longest possible trade route, instead a route between two most populous planets.

3) Approval on the observed planet
Tax level was 29%, unchanged through the whole testbed. I had to tell that I have built on the observed planet alltogether 13 VRCs (6 to get planet just to 40% approval), the Secret Police Center (that seems doesn't work) and a Galactic Resort. I also had ALL morale "wonders" and 2 mined morale resources, each providing 24% boost to morale, the race had 35% initiall bonus, so at the end it had morale ability of 165. At the same time when the observed planet struggled for 40% approval, my planets with 16-18B pop (a farm on 100% bonus tile) and a single morale building (not even VRC) enjoyed a 100% approval, and planets without one and with 13B also the 100% approval.
Conclusion: if you've been dreaming about having a really big population: forget it! Not worth the hassle, not even close to be worth the expenses.

4) Having enough time while observing that planet I also tested Orbital Terraformer. It properly converts all tiles, and properly increases the PQ, also for planets that were colonized after it was built. So if you want to have those tiny PQ-1-2-3 planets as proper monster planets, postpone all terraforming until you build OT.

5) Game glitch
When I set up a planet as civilization capital, and then set another one, the first one it retained its base food of 12 until I reloaded the game.

I hope something of that stuff I wrote is useful.

BR, Iztok

---
For those who like raw data, here's the table with pop and money it generates at tax 29% and without single econ bonus. BTW in some turns I missed writing down the amount of pop when the income changed, but have written the next one. Two columns are from tests with DA 1.5 and DA 1.6.
Tax	population in B
(BC) DA 1.5 DA 1.6
2 0,1
3 0,2 0,204
4 0,26 0,344
5 0,43 0,542
6 0,6 0,816
7 0,71 1,142
8 1,16
9 1,26 1,814
10 1,49 2,038
11 2 2,428
12 2,35 2,934
13 2,8 3,606
14 3,2 4,054
15 3,55 4,726
16 3,85 5,39
17 4,45 6
18 5,05 6,67
19 5,35 7,344
20 5,8 8,24
21 6,43 9,13
22 7,15 9,808
23 8 10,928
24 8,34 11,824
25 9,1 12,672
26 9,85 13,79
27 10,06 14,912
28 11,41 16,03
29 12,2 17,15
30 13,2 18,448
31 14,06
32 15,11
33 16,6
34 17,1
35 18,12
36 18,89
37 20,06
38 21,48
39 22,21
40 24,5


19,345 views 25 replies
Reply #1 Top
Does approval have any effect on income? I don't see it in the forumula, yet you say at a high population income decreased.

Does low morale on a particular planet really hurt you if your overall approval is high?
Reply #2 Top
Hi Iztok

This may not account for all of the discrepancy but...the exact multiple is sqrt(population_in_millions). That 34.5 I found originally by experiment. It is roughly sqrt(1000), but not quite which might explain some of the differences!

Then of course there's rounding. I have no idea how many times or where in the calculation rounding (which in Galciv usually means dropping the decimals) occurs.

As you observed, population doesn't have that big an impact on trade *unless* both planets have very low populations. Then you'll notice a big difference. As long as one of the populations is sizeable, it really doesn't matter much about the other.

Distance has a far bigger impact on trade income. The value of trade routes doesn't increase steadily with distance...it jumps discontinuously at certain points along the route. I never worked out exactly how far and it seems to be a function of map size anyway. On a gigantic map IIRC the income jumped by about 20BC (for my particular race setup) roughly every 50 weeks distance along the route. This jump didn't appear to depend much (if at all) on the original value of the route or the planet populations. There's also an additional bonus in the sphere of influence of the original and destination planets. Oh, and diagonal trade routes give 1.4 (sqrt 2) weeks distance per week, straight routes just 1 week per week.

This all applies to DL. I don't have DA yet.
Reply #3 Top
Bless you iztok...you confirmed many of my suspiscions.
Reply #4 Top
4) Having enough time while observing that planet I also tested Orbital Terraformer. It properly converts all tiles, and properly increases the PQ, also for planets that were colonized after it was built. So if you want to have those tiny PQ-1-2-3 planets as proper monster planets, postpone all terraforming until you build OT.


I question this one. While I don't dispute the PQ bug, in my experience the OT transforms the PQ1/2/3 planets to the same PQ regardless of whether you postponed the soil improvements or not.
Reply #5 Top
i was virtually sure that the OT didn't do anything but upgrade your upgradable tiles... does it boost a planet's improvability beyond what it otherwise would be?
Reply #6 Top
Here's what I saw: if you do a soil improvement on a PQ1 planet, it will still be PQ1. PQ bug. Of course.

But if you have two PQ1's, soil improve one, and do nothing on the other, they will both end up at the same PQ (I think it's 16) after the OT.
Reply #7 Top
Hi!
I question this one. While I don't dispute the PQ bug, in my experience the OT transforms the PQ1/2/3 planets to the same PQ regardless of whether you postponed the soil improvements or not.

I'll check again, but I may have a problem. IIRC there wasn't a PQ-1 planet in my testbed.

does OT boost a planet's improvability beyond what it otherwise would be?

Hummmmmm... thinking again.... late night might had an impact on my attention. You may be right. IIRC a class-5 planet got increased to PQ-9 after colonizing. Will recheck.

BR, Iztok
Reply #8 Top
Hi!
Does approval have any effect on income?

There may be a penality for low approval, at least it seems so from obtained data. And that penality seems to have a lasting effect. Otherwise I can not explain that slow growth of income after planet got over 50% approval again. At 36B it should generate 50BC, not 43. Will run the testbed for some more years to see if it will disappear.

Does low morale on a particular planet really hurt you if your overall approval is high?

It does. You can not increase overall taxes because of that one planet.

BR, Iztok

Reply #9 Top
Hi!
@random50

Thank you for checking and additional info!

BR, Iztok
Reply #10 Top
Hi Iztok,

ThanX for the work, your article gives the answer to the question whether to build an additional food building or an additional econ building, when the goal is to maximize income.
Will you now come up with an answer how much industrial capacity I need on a primarily bc-producing planet to do the builds/upgrades of those buildings?

Have fun
Reply #11 Top
Hi!
Will you now come up with an answer how much industrial capacity I need on a primarily bc-producing planet to do the builds/upgrades of those buildings?

Hrmmmm, I'm not sure I understand you correctly.

Well, regarding initiall production on my HW, I aim in colony rush phase at ~65MP with military slider at ~90%. That allows me to build a colony ship each second turn and still have some capacity to spend in research or construction of buildings. I got that capacity with 4-5 regular factories and industrialist party. But I usually restart the game until I got some bonus production tiles on my HW (two 100% are suficient for me to play), as I almost always convert my HW into production capital, that builds ships and early "wonders".

For other normal (non-specialized) planets I usually fill ~30% of tiles with factories (depends on bonus tiles there), then the rest of buildings. I've read about the all-factories approach, but that's not my style, since after the colony rush I regularly spend in research 50%+ of my income. My usuall slider settings are 1%/49%/50%, with occassional decrease in research to not overshoot a tech, or decrease in social, to get a critical tech earlier.

I hope I answered your question.

BR, Iztok
Reply #12 Top
Thanks for the info on approval. I guess between racial, tech, wonder, and whatever bonuses - along with never attempting huge populations - that I've never seen any real adverse affect from the occasional semi-low morale world.
Reply #13 Top
Hi Iztok,

Actually I was after the 30% (factories per non specialized planet). Too many factories and you've not enough space for money making stuff and too few factories and it will go forever when updating the buildings to new technologies.

Your infos about the slider are usefull too, as always.

Have fun
Reply #14 Top
Bless you iztok...


I second that! It is players like you who actually have the mind for such things that make my life a little less taxing. I could never have the patience, or knowledge for that matter, to crunch the numbers in the way that you have. Kudos my friend, kudos.
Reply #15 Top
Hi!
in my experience the OT transforms the PQ1/2/3 planets to the same PQ regardless of whether you postponed the soil improvements or not.

I did test that - there was a class 1 planet I didn't know of (no difference in "icon" mode between it and class 0), a class 3 I forget about it, and a class-5 I still haven't colonized in that savegame.

Planet class-1 terraformed to class-10 with 10 green tiles. Class 3 terraformed to class-18 with 18 green tiles. Class-5 terraformed to class-9 with 9 green tiles.
So planet class-1 probably had 3*3 terraforming tiles, class-3 5*5, and planet class-5 3*1, and it got one tile from my race's ability +20% planet quality (I wanted a really big testbed planet).

So with the DA game version 1.50.59 it looks like I can not repeat your findings. Anyway, there's already a new patch I'll install after I finish testing the "lasting income penality for low approval".

BR, Iztok

Reply #16 Top
I think your different results have to do with your 20% PQ bonus. I have found the racial PQ bonuses very disappointing in DA. It actually hurts you for those low-PQ planets.

But to clarify what I mean: if you have 2 PQ-1's--on one you built a soil improvement, and on the other you didn't build anything--no PQ bonus--both planets turned into a PQ16 after the OT (i.e. 1+5+5+5). The soil improvement you built before the Orbital Terraformer came up had no bearing on the end result, positive or negative.

The whole test needs to be repeated in 1.5x anyway.
Reply #17 Top
Hi!
I've finished testing the "lasting income penality for low approval". Seems it isn't conected to approval. On the observed planet I've built 4 additional VRC, replacing factories and Starport, so approval increased to 80%. I haven't noticed any faster growth of income. The planet slowly climbed to it's max pop of 47B, and income from it even slowlier to exactly 50BC.

After playing a bit with numbers in spreadsheet I realized there may be even greater decrease in the "constant" in revenue formula for planets above 25B. When I used the value of 25 for the constant, I got the closest match of the calcualted results and the obtained data. Seems I discoverded yet another one reason against really big planets.

I will try to repeat the loss of income by destroying and rebuilding the farm, but that's the work for tomorrow. I'v done enough for tonight. Thank you all for reading and kind words you wrote!

BR, Iztok

Reply #18 Top
Here's something I noticed with DL which I doubt has changed with DA...the formula eventually stops working. If you have a well developed game several years in on a large map, you'll probably find the formula overestimates the income. I never managed to isolate the trigger. I did run a test on the lowest difficulty setting where I did almost nothing for several years and the income never dropped from expected, which suggests it's empire size related in some way. It doesn't show up as a blip in the income chart which suggests it's a "soft" transition (as opposed to that 20000BC penalty, for example, where you'll see a sharp drop in the chart).
Reply #19 Top
Hi!
The last test I did was to answer a question if low approval affects the income on a planet. The answer is yes, but it is a very low penality, and shows only after some time (several months). In the observed planet with 47B pop I destroyed 9 VRCs to get approval down to 38%. After some time the revenue decreased by 1BC to 49. Even when I destroyed additional 3 VRCs, and approval fell down to 28%, the revenue hadn't decreased anymore. I got an unhappy flag over the planet, but even after ~200 turns nothing more happened.(*) I got bored pressing Next turn and have quit the test.

(*) Well, not exactly. A fleet of pirates showed twice. Each time they had ships, that were excelently tailored to my only attack ship, that also presented 95%+ of all military power in the universe. In the first arrival they had ships with beam attack and shields, and my only large ship was using psionic beams (I killed with it an earlier pirate fleet). I sacrificed it in an attack, and removed many small hull ships from that fleet. Since two of my wapon techs were already maxed, I've put in production a huge hull, full of ultimate mass weapons, and after a year and a half of building I killed those pirates. The second pirate fleet was with mass weapons and huge amount of armor. Their amount of attack and defense was so big I couldn't read them (game has shown only ... instead of actuall numbers), but again their defenses were a perfect match for my existing huge ship, that was again ~95% of all the military power in the whole game.

BR, Iztok
Reply #20 Top
I dont think this bug was ever fixed, but I have reported it long long ago...

But if you mix orbital terraformers with racial bonuses to PQ you get bad results. The OT will give you the PQ of a race with no bonuses, while terraforming it by building tiles would give you the bonuses.
Reply #21 Top
FYI, the formula appears to be different in 1.6 DA. Using stock humans, no bonuses purchased (to eliminate race benefits), I got a value of 20, not 28.5. How I did this was to set taxes to 100%, and measured the income at 8.0 billion, 8.1 billion, 0.1 billion and 0.25 billion people (the four values you can get on the 1st turn, depending on what you do with your colony ship). At 100% taxes, your pop drops like a rock, so I was able to check 7.1 billion, and 6.6 billion easily. In each case, k=20 was the correct value to compute my tax income using the formula:

taxes = k * sqrt(pop)

Since my tax rate was 100%, and my race's econ bonus was zero, and I didn't have any econ bonuses (it's the start of the game after all), this is a valid formula, and matches the numbers I get in-game spot-on.
Reply #22 Top
Hi!
FYI, the formula appears to be different in 1.6 DA.

Thank you for your notice! I can confirm that, as results form repeated test I did in the original post showed a decrease of revenue of about 19%. The best match I got with the number 24 as a constant in the revenue formula. Will update the OP with new data.

However your post has risen another question: does approval change the tax revenue? My data in OP was obtained with quite high approval, as tax was low: 29%. I decided to check the tax revenue of 8B pop at various taxation (and approval) levels. The only thing I can claim for now is: the formula is NOT linear. If obtained results were close to the predicted in the lowere half of taxation (and 100% approval), then the predicted results of high tax levels (69%+) and low approval (below 50%) were to high compared to obtained data, and vice versa. Seems there's either bonus for high approval, or malus for low approval. With regards to previous posts where I had problems calculating correct tax revenue with pop above 24B, I'd say it's a malus.

With the current lack of better data I can conclude only with a general rule-of-thumb: if you want more money, keep pop happy.

BR, Iztok
Reply #23 Top

With the current lack of better data I can conclude only with a general rule-of-thumb: if you want more money, keep pop happy.


The return of morale buildings? Depends of course, on the size of the penalty (vs. 2.5% increase from one additional stock market)

- Wyndstar
Reply #24 Top
Hi!
The return of morale buildings?

IMO not. The difference was too small: 1 BC at tax 59% and 69%, 2 BCs at 79%, 89% and 100%. What you gain with tax, you lose on maintenance.

BR, Iztok
Reply #25 Top
Remember that 34.5 multiple was originally a fudge factor to make the numbers work. I was later informed by somebody to use the population in *millions* rather than billions. If you do this, you'll see you need an additional 0.9 multiplier for v1.5 and 0.75 multiplier for 1.6. Neater numbers and more likely to be how it's coded, and thus changed.

I'm surprised to learn there's an approval factor involved. I wonder if that's the root of the lower than expected earnings in late game I never pinned down?