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 Post subject: Planet calculations for round 1 of 2009
PostPosted: Wed Apr 22, 2009 7:22 pm 
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So I'm a geek because I did a bunch of calculating. Thought I'd share with the rest of the gang, maybe it will be of some use to someone somewhere.

First Column: level of planet
Second Column: colonists per tech level
Third Column: Max colos per tech level
Fourth Column: Base colos.
Fifth Column: Max colos per planet at that level (tech + base)
Sixth Column: 90% of max colos, to try to prevent revolt.
Seventh Column: The amount of credits a level will hold.
Eight Column: The amount it will cost to upgrade to the next level (I went up by five)
Ninth Column: The total amount it cost you to upgrade to that level (I started at level 150)

So... A level 350 planet would cost you 94 Trillion total to upgrade, while it can hold 74.3 Trillion credits.

It wouldn't let me attach an Excel file, so here's a webpage to look at:

http://dutchintexas.freewebpages.org/Planet%20calcs.htm


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 Post subject: Re: Planet calculations for round 1 of 2009
PostPosted: Wed Apr 22, 2009 8:09 pm 
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Yeah, we know there are still problems but it is better than it was.

We need to completely scrap the pricing method used for tech levels. It's all still a hack from the bad old BNT days from years past. A completely different pricing method really needs to be designed that matches the current planetary credit production model. Something that would allow for players to actually achieve level 600 techs on ships and planets.

I am all for a different pricing model. :) Something where tech levels below 100 aren't so damned cheap as to be useless after playing for 10 minutes. (Yes an exaggeration but not much of one.)



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 Post subject: Re: Planet calculations for round 1 of 2009
PostPosted: Thu Apr 23, 2009 6:09 am 
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Please don't get me wrong, I'm not whining that it is too expensive to upgrade.
I just had some spare time, was curious how prices related to credits and put that together. Then decided to share it in case someone else found it useful.


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 Post subject: Re: Planet calculations for round 1 of 2009
PostPosted: Thu Apr 23, 2009 10:45 am 
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I know your not whining about it. :)

You did a great bit of work there. We have a program that lists almost the same information you posted but for all tech levels up to 600 based upon current game settings. What you posted is exactly what our program produces up to where you stopped at 350. :)

The problem is the expense to upgrade after a certain point. Then you couple this to the max credits and the credit production and after 350 it starts to become unprofitable to continue upgrading. It was even worse before we made changes a couple of months ago.

We really, really, REALLY want to change pricing on tech levels so players WANT to upgrade as high as 600 because it is profitable to do so.



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