Taxes, Happiness, and Population Growth

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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%
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