AN EXPLANATION OF POPULATION CALCULATIONSby HazedOnce the various bugs in the economic migration of workthings were fixed, players were still a bit confused about the numbers they ended up with, so Bella provided the following explanation: So how does it work? The first thing to note is that all calculations are done on the base population. To give an example, let's assume that Rigel 4 has a base population of 1,000 (that's what you start out with), and the only bonus is one for having five anti-grav builds - i.e. 5%. Five percent of 1,000 is 50:
OK, so now Rigel 4 transfers out 500 workers. That means that its base population is now 500 workers. It still has a bonus of 5% for its anti-grav builds, but this time it's 5% of 500, not 1,000, which comes to 25, for a total population of 525, not the 550 that you might have otherwise thought!
So, I hear you ask, what happened to my missing 25 workers? To see where they are we need to go back to our starting point. Here it is:
This time though we are going to transfer 500 workers into Rigel 4. That means we will have a base population of 1,500 and still have a 5% bonus. But 5% of 1,500 is 75 workers, so this time we gain an extra 25 workers instead of losing them!
The effect of removing workers from a planet with a negative bonus and adding them to a planet with a positive bonus is left as an exercise to the students :) Incidentally, you can't reduce the workforce on a planet to less than 100... |