# Taxes, Happiness, and Population Growth

From VGA Planets Wiki

Tables taken from Infolist v3.1 created by Eden Tan.

## Contents |

## Growth Rate Info

Colonists growth % = 5*sin(temp*pi/100)/(1 + tax_rate/5) = 0 if 1) temperature arctic/desert (<15 or > 84) 2) happiness <70 (unhappy or worse) or 3) max population would be exceeded Natives growth % = 4*sin(temp*pi/100)/(1 + tax_rate/5) = 0 if 1) happiness ><70 (unhappy or worse) or 2) max population would be exceeded

## Populations Limit Info

Colonists: a) If climate limits population and climate death rate (CDR) is 0%: max pop = 10,000,000*sin(temp*pi/100) colonists (won't die if exceeded) b) If climate limits population and CDR is not 0%: 1) planet is desert, max pop = [20100 - CDR - (200*temp)]*100/CDR colonists (will die) 2) planet is arctic, max pop = [20100 - CDR - 200*(99-temp)]*100/CDR colonists (will die) 3) all other temps = 10,000,000*sin(temp*pi/100) colonists (won't die) NOTE: Planets always support at least 100 colonists - round all 0's to 100. Fascists and Robots can support at least 6000 colonists on desert planets, and Rebels can support at least 20000 colonists on arctic planets - more if the formula allows or overpopulation eats supplies (see below). Desert/Arctic formulas courtesy of Timo Kreike. c) If overpopulation eats supplies and CDR is not 0% on arctic/desert planets: max pop = (max pop from b) + 1000*INT([# supplies on planet - 1]/40) supplies needed 21-60 61-100 101-140 141-180 181-220 # extra colonists +1000 +2000 +3000 +4000 +5000 i.e., for every 40 supply units greater than 21, you can support another 1000 colonists NOTE: Formula courtesy of Timo Kreike. d) If climate does not limit population: max pop = 10,000,000 colonists -- CDR does nothing (won't die) Natives: Max native population = 15,159,000*sin(temp*pi/100) natives

## Population Dying Info

(if climate limits population and CDR is not 0%) # colonists dying = ([# colonists living] - [max pop])*CDR where max pop is based on Population Limit Info NOTE: # is rounded to the nearest 100 colonists, so 10 colonists means 100 colonists die. # colonists eaten by amorphous = (91 - [native happiness])*100 NOTE: 1) Formula is for native happiness <= 86. 2) A minimum of 500 colonists are always eaten.

## Tax Info

MC received from natives: (native pop)*(tax rate setting)*(native gov tax factor)*(.001) NOTE: 1) you must have 100 colonists for every MC collected 2) for Insectiods, see Native Race Advantages section MC received from colonists: (colonist pop)*(tax rate setting)*(.001)

## Happiness Info

Colonists change = trunc(10 - sqrt(# colonists/1,000,000) - abs(temp - 50)/33 - (# mine + # fact)/300 - tax_rate*.8) Natives change = trunc(5 + native_gov/2 - sqrt(# natives/1,000,000) - (# mine + # fact)/200 - tax_rate*.85) Rebel Ground Attack change = -50 NOTE: native_gov goes from 1(anarchy)-9(unity): see table below Hiss effect is +(hiss value)*(# ships hissing)

## Happiness Categories

Happiness Attitude ---------- ------------ 90-100 happy 70-89 calm 50-69 unhappy 40-49 very angry 20-39 rioting (-300)-20 fighting

## Native Government Tax Factors

Government Factor ---------------------- Anarchy 20% Pre-Tribal 40% Early-Tribal 60% Tribal 80% Feudal 100% Monarchy 120% Representative 140% Participatory 160% Unity 180%