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Difference between revisions of "C-System Bodies"

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(Created page with "==System Bodys== ====Low Gravity Bodys==== Any low gravity bodies (below the minimum gravity of the colonising species) will now have a normal colony cost calculation (base...")
 
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Civilian infrastructure production on a low gravity world will be LG Infrastructure, produced at one third of the normal rate (same overall cost). Trade in infrastructure will be low gravity to low gravity or acceptable gravity to acceptable gravity.
 
Civilian infrastructure production on a low gravity world will be LG Infrastructure, produced at one third of the normal rate (same overall cost). Trade in infrastructure will be low gravity to low gravity or acceptable gravity to acceptable gravity.
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg88743#msg88743 Date 06.12.2018]
 
[http://aurora2.pentarch.org/index.php?topic=8495.msg88743#msg88743 Date 06.12.2018]
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====Population Capacity====
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A new concept, Population Capacity, has been added to C# Aurora. This represents the maximum population that can be maintained on a single body and is primarily determined by surface area. This is the total of all populations on the same body, not per population.
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The Earth's population is currently seven billion. However, the rate of population growth peaked at 2.1% at four billion, has been dropping since then (now 1.2%) and is projected to reach close to zero around eleven billion
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https://ourworldindata.org/world-population-growth/
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Therefore, I am going to use twelve billion as the baseline max capacity for an Earth-sized planet and four billion as the point at which growth rates are affected. Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth). The max capacity of a body will be equal to: (Surface Area / Earth Surface Area) * twelve billion. I will add some tech options to improve that capacity, particularly for smaller bodies. A planet can physically hold more people than the max capacity but this will result in unrest due to overcrowding.
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While 70% of the Earth's surface is water, that plentiful water also improves living conditions (the majority of the world's population is less than 100 km from the nearest coastline). However, there does come a point when too much water will reduce the available living space. Therefore, once water covers more than 75% of the planet, capacity will drop at a linear rate, falling to 1% of normal capacity at 100% water. The 1% assumes a few, small, scattered islands or some form of colony floating on the surface.
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Tide-locked worlds (one side always facing the star) have only 20% of normal capacity (after taking into account surface area and water). This is to simulate that the population will be living in a narrow band between the light and dark hemispheres of the planet. To compensate, these worlds also have an 80% reduction in the colony cost factor for temperature (as they are living in the temperate band).
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Regardless of the result of the above calculations, a body with gravity at or below the species maximum that is not a gas giant or super-Jovian will always have a capacity of at least 50,000.
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The above rules result in the following population capacities
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http://www.pentarch.org/steve/Screenshots/PopCapacity.PNG
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EDIT Jan 21st 2017: Each Species has a population density modifier. This is normally set to 1 but there a small chance it can be higher or lower for random species. Player-created species can specify this density.
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[http://aurora2.pentarch.org/index.php?topic=8495.msg100078#msg100078 Date 21.91.2017]

Revision as of 12:32, 9 January 2019

System Bodys

Low Gravity Bodys

Any low gravity bodies (below the minimum gravity of the colonising species) will now have a normal colony cost calculation (based on atmosphere, temperature, pressure, etc.) and an 'LG' suffix will be added. For any bodies with an LG suffix, the maximum supported population will be based on the available LG-Infrastructure.

For example, for a colony cost 2.00 world you need 200 infrastructure per 1m pop. For a colony cost 2.00(LG) world, you will need 200 LG-Infrastructure per 1m pop and normal infrastructure will have no effect.

Both normal infrastructure and LG-Infrastructure can be used on a world with gravity in the tolerable range. Worlds with gravity above max species gravity will not be colonizable.

Civilian infrastructure production on a low gravity world will be LG Infrastructure, produced at one third of the normal rate (same overall cost). Trade in infrastructure will be low gravity to low gravity or acceptable gravity to acceptable gravity. Date 06.12.2018


Population Capacity

A new concept, Population Capacity, has been added to C# Aurora. This represents the maximum population that can be maintained on a single body and is primarily determined by surface area. This is the total of all populations on the same body, not per population.

The Earth's population is currently seven billion. However, the rate of population growth peaked at 2.1% at four billion, has been dropping since then (now 1.2%) and is projected to reach close to zero around eleven billion

https://ourworldindata.org/world-population-growth/

Therefore, I am going to use twelve billion as the baseline max capacity for an Earth-sized planet and four billion as the point at which growth rates are affected. Growth will follow the normal rules for up to 1/3rd of max capacity and then will fall off at a linear rate, hitting zero growth at max capacity (replicating the situation on Earth). The max capacity of a body will be equal to: (Surface Area / Earth Surface Area) * twelve billion. I will add some tech options to improve that capacity, particularly for smaller bodies. A planet can physically hold more people than the max capacity but this will result in unrest due to overcrowding.

While 70% of the Earth's surface is water, that plentiful water also improves living conditions (the majority of the world's population is less than 100 km from the nearest coastline). However, there does come a point when too much water will reduce the available living space. Therefore, once water covers more than 75% of the planet, capacity will drop at a linear rate, falling to 1% of normal capacity at 100% water. The 1% assumes a few, small, scattered islands or some form of colony floating on the surface.

Tide-locked worlds (one side always facing the star) have only 20% of normal capacity (after taking into account surface area and water). This is to simulate that the population will be living in a narrow band between the light and dark hemispheres of the planet. To compensate, these worlds also have an 80% reduction in the colony cost factor for temperature (as they are living in the temperate band).

Regardless of the result of the above calculations, a body with gravity at or below the species maximum that is not a gas giant or super-Jovian will always have a capacity of at least 50,000.

The above rules result in the following population capacities

http://www.pentarch.org/steve/Screenshots/PopCapacity.PNG

EDIT Jan 21st 2017: Each Species has a population density modifier. This is normally set to 1 but there a small chance it can be higher or lower for random species. Player-created species can specify this density. Date 21.91.2017