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 Post subject: Colonist Reproduction Changed...
PostPosted: Sun Feb 26, 2006 4:23 am 
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Colonist reproduction has always had the same problem as planetary interest. The more you have the faster you gain more. Basically it makes the production insanely huge.

We have changed the colonist production so it works in a similar manner as credit production. The closer you get to the maximum number of colonists your planet can support at its current tech level the slower your colonists will reproduce.

If your planet has 10% of the maximum number of colonists your planet can support then your colonists reproduction increases at 90% of the normal rate.

If you planet has 80% of the maximum number of colonists your planet can support then your colonists reproduction increases at 20% of the normal rate.

This should slow down the colonists reproduction rate considerably when the planets start getting close to being full.

For those of you curious as to how we are doing this, this is the technical and boring part, here is the single Mysql query we use.

Quote:
UPDATE {$db_prefix}planets SET

organics=GREATEST(organics + (LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists] * ($prate[organics] * organics_planet) * prod_organics / 100.0 * $expoprod) - (LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists] * $organics_consumption * $expoprod), 0),

ore=ore + ((LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists]) * ($prate[ore] * ore_planet) * prod_ore / 100.0 * $expoprod),

goods=goods + ((LEAST(colonists, $colonist_limit + (
$colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists]) * ($prate[goods] * goods_planet) * prod_goods / 100.0 * $expoprod),

energy=energy + ((LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists]) * ($prate[energy] * energy_planet) * prod_energy / 100.0 * $expoprod),

colonists= LEAST((colonists + (colonists * ($colonist_reproduction_rate * (1 - (colonists / ($colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7)))))) * $expoprod)), $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))),

credits=LEAST(credits + (((LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists]) * $credits_prate * ((100.0 - prod_organics - prod_ore - prod_goods - prod_energy - prod_fighters - prod_torp - prod_research - prod_build) / 100.0) * $expoprod) * (1.0 + ((credits / max_credits) * $production_multiplier))), max_credits)

WHERE

(organics + (LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists] * $prate[organics] * prod_organics / 100.0 * $expoprod) - (LEAST(colonists, $colonist_limit + ($colonist_tech_add * ((fighter + sensors + beams + torp_launchers + shields + jammer + cloak) / 7))) * $prate[colonists] * $organics_consumption * $expoprod) >= 0)


That one query updates every single planets production. :) And yes it gives me a headache to look at it.

The highlighted and underlined portion of the query is what limits the colonists reproduction based upon how close to maxing the total number of colonists the planet supports.



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 Post subject:
PostPosted: Sun Feb 26, 2006 11:16 am 
AA Trader
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Joined: Wed Apr 14, 2004 1:02 pm
Posts: 217
Yet another good idea. Thanks for listening and thinking a solution through PJ.


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