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Lord_Shleepy
November 11th, 2006, 04:15 AM
Actually, I have a couple of them.

I have always been annoyed that the default reproduction rates in SEIV are ridiculous (at least for humanish races). They are usually displayed as being between 10 and 20% - which is not that bad when calculated like simple interest but since when compounded 10 times each year it becomes outrageous. A population of 50M would grow to 55M using the first method (at 10%) but about 130M using the second. That means that about 60% of the population is less than one year of age! Talk about a baby boom!

So I was wondering if anyone had noticed how this works in SEV.

Question #1: Can reproduction rates include decimal values (more appropriate for exponential growth)?

Question #2: Can reproduction rates be represented using a formula?

This of course, is all assuming that reproduction rates can still be changed (and that they actually work the way that they are supposed to).

douglas
November 11th, 2006, 04:23 AM
Compounding doesn't work that way. 10% interest compounded 10 times does not mean add 10% 10 times. It means add 10/10 = 1% 10 times, and this is how SEIV and (presumably) SEV calculate population growth.

Sorry, but I'll have to let someone else answer your questions.

President_Elect_Shang
November 11th, 2006, 04:40 AM
Reproduction rates can be adjusted the same way as in SE4. Open the Settings.txt file and search for “Reproduction Check Frequency” to control how often growth is checked for; the default being every turn (1). Also search for “Race Starting Percent Reproduction” which controls the reproduction rate.


Lord_Shleepy said:
Question #1: Can reproduction rates include decimal values (more appropriate for exponential growth)?



Yes. I use 4.2% percent with a check every turn (1) in my Mod. I haven’t done the math yet but it seems to be working fine.


Lord_Shleepy said:
Question #2: Can reproduction rates be represented using a formula?



No only spaces that say “Formula” can take formula. That’s not say that you can’t add in an ability for reproduction and put a formula with that. It depends on what you’re goal is.

neofit
November 11th, 2006, 06:35 AM
Speaking of outrageous reproduction rates... I'm playing v1.13 with the Balance Mod v0.96, as Humanoids, rock/oxygen. A few turns ago I colonized a Small Rock/Methane planet (domed colony), Unpleasant conditions, 118mR/yr, 0.56g gravity, 91deg temperature.

Stardate 2404.8 population: 22M/250M
Stardate 2404.9 population: 139M/250M
Stardate 2405.0 population: 223M/250M
Stardate 2405.1 population: 250M/250M

The rates on my other dozen or so planets seem OK though.

neofit
November 11th, 2006, 10:42 AM
Mea culpa, figured this one out. Somehow the Xi'Chung migrated onto this planet, I have a treaty allowing this with them and must have missed how they transferred 100M+ people onto my world in one turn. They breath methane and are breeding like insect on this planet. Actually they ARE insects. Not too shabby, got me a non-domed mineral-rich colony, too bad it's the only methane planet in my systems http://forum.shrapnelgames.com/images/smilies/happy.gif.

Captain Kwok
November 11th, 2006, 03:30 PM
If you jettison or move your own population from the planet, you'll be able to get your colony undomed and access to the full amount of facilities etc. http://forum.shrapnelgames.com/images/smilies/tongue.gif

NullAshton
November 11th, 2006, 03:59 PM
Those aren't really reproduction rates... In Space Empires V, your population migrates between planets. Thus, only a small part of that is from reproduction, the rest is unhappy people leaving your homeworld and going to get a nice house and job in the new, pristine colonies.

Lord_Shleepy
November 13th, 2006, 07:55 PM
douglas said:
Compounding doesn't work that way. 10% interest compounded 10 times does not mean add 10% 10 times. It means add 10/10 = 1% 10 times, and this is how SEIV and (presumably) SEV calculate population growth.

Sorry, but I'll have to let someone else answer your questions.



:-) Yes, I know that's the way it is supposed to work. It seemed like SEIV was using the whole 10% each turn tho...or something close to it. Either way, it still makes waaay too many babies!

Thanks for the correction
(Thank you sir! May i have another?)

Wenin
November 13th, 2006, 08:12 PM
NullAshton said:
Those aren't really reproduction rates... In Space Empires V, your population migrates between planets. Thus, only a small part of that is from reproduction, the rest is unhappy people leaving your homeworld and going to get a nice house and job in the new, pristine colonies.



This only occurs with the planets that have your breathable atmosphere, otherwise it is pure reproduction.... unless you have a treaty allowing foreign breathing races to migrate.

While SEV may allow decimal points in percentages.... does it track population at the decimal point level as well?

Will
November 14th, 2006, 01:00 AM
Lord_Shleepy said:
It seemed like SEIV was using the whole 10% each turn tho...or something close to it.


SEIV by default checked for population growth every turn, using (Reproduction_Rate / 10)% each turn, rounded up. So, if you had a colony of 20M, and reproduction of 10%, on the next turn the population would grow by 20M * 1% = 0.2M, rounded up is 1M. So, with low populations, growth always happens at 1M per turn, unless the reproduction rate is 0%. That would skew reproduction rates really high for those colonies.