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Analysis please


Prospective
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Ok, here is what I got as a result of a CSV this turn:

 

They analyze general information about the planet, and determine that the attrition rate at this world would be moderate,

with loss of colonists on an ongoing basis expected.

Your survey teams break down the cause of the attrition into the following categories:

Atmosphere: --------------------------------------------------------------------------------------|

Ocean: -----------------|

Temperature: --|

Gravity: -|

Axial Tilt: |

Microorganisms: ---------|

Terrain (favorable) ......|

Lifeform (favorable) ............................................................|

 

From the above information, what do I need to do to lower the attrition rate?

 

Do I need to add a domed city (once I develop them) to improve atmosphere? Or, does the long bar mean that the atmophere is ideal for my race?

 

Same questions for the rest of the categories... What can I do to improve the attrition rating of this world? Is it possible to get it to an ideal world?

 

Thanks.

 

Steve

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Firstly, I'd set it out in a proportional font, so everything lines up...

 

Atmosphere: --------------------------------------------------------------------------------------|

Ocean: -----------------|

Temperature: --|

Gravity: -|

Axial Tilt: |

Microorganisms: ---------|

Terrain (favorable) ......|

Lifeform (favorable) ............................................................|

 

Now, that's difficult here, but we'll try....

 

Now, for all but the bottom 2 that say favorable, longer=worse. What matters is, really, the longest. In this case Atmosphere.

 

Atmosphere can be dealt with by putting Domes on your cities - 1 per 100 Pop for maximum effect.

 

The ocean effect could be dealt with by Fluid Conversion Plants, but it's so much shorter than your Lifeform bar, that it's probably not necessary.

 

Cities and Colonial Training Centres will also help - effectively contributing to your Lifeform Bar. If you build them and re-CSV the Pop Gp itself, then they should have increased the length of the lifefom bar (although I have no direct evidence of that myself - I am lead to believe that's the case).

 

BTW - Domed Cities are actually domes for your cities, the two are different.

 

The one 'bar' that's really difficult to deal with is the Temperature one, but yours is fine. I guess that the temperature of this world is reasonably close to your HW.

 

Hope that helps? I'm sure otehrs will jump in if I've made an mistake - now to see if I can't get the bars to line up without a 'tab' character!

 

Chief Planner to Ur-Lord Tedric

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Sweet. Thanks Ur. Here's an example of a CSV of a "very high" world:

 

They analyze general information about the planet, and determine that the attrition rate at this world would be very high,

with heavy loss of life expected should colonists be bold enough to land here.

Your survey teams break down the cause of the attrition into the following categories:

Atmosphere: --------------------------|

Ocean: -----|

Temperature: --------------------------|

Gravity: ----------|

Axial Tilt: |

Terrain (favorable) |

Lifeform (favorable) ..................|

 

As you see, these slider bar things are relatively short, so my assumption would be that these are closer in condition to my homeworld... I think.

 

Anyway, in this instance, the atmosphere and temperature are both contribuitors to the very high rating, with both being highly negative (I think).

 

Also, thanks for the tip about the domes on the cities. My initial thought were that the domed city was both. But now I believe that i'd need to build both a city, then a dome to cover it.

 

Would a subeterranean city have a similar effect to atmosphere as a domed city? After all, a dome is a cover to keep the atmosphere in. But if it's in an underground cave, wouldn't it have a similar improvement?

 

Thanks.

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The longer the line for an unfavorable characteristic, the more unfavorable; the longer the line for a favorable characteristic, the more favorable; relative to the other lines in the same CSV.

 

To determine how close conditions are to your homeworld, check the overall rating (Moderate/Very High). The bars show which components contribute how much to the overall rating. Equalizing your Lifeform bars will give you the best chance of comparing your bars on an equal basis.

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Your first CSV screams "FIX THE ATMOSPHERE!" Then oceans then microorganisms (VERY hard to fix with beginning tech)

 

You 2nd CSV says "both ATM and Temp are huge attrition sources, relative to the detrimental effects of gravity/oceans. Fix both if you want to live here."

 

A domed city may cut the atm mod in half or so, but all the temnp technology does at the moment is expand the "comfort range" for your lifeform. If your HW temp is 250 then your comfort range is -60 to +30 degrees (190 - 280). If the world falls within this band (as it did on your first CSV) then you will see little temp effects. Outside of this, it impacts attrition and the farther away from the comfort zone it is, the worse the attrition, exponentially worse in fact. You 2nd csv likely has a VERY different temp.

 

make sense?

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Pete,

 

Did you ever implement the suggestion of being able to do a CSV based on a Pop group not co-located on a world?

 

Tom

Not in - it caused some problems, so I abandoned it :(

 

The key to remember on CSV's is that it's not the length of the bar that matters. Deal with the longest bars first (usually atmosphere or temperature) and then the next longest bar. It is ok to build both Cities and Domed Cities on the same world - their bonuses stack. Domed Cities represent a great way to cut into the atmosphere attrition. Temperature is a lot harder to deal with.

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Sweet. Thanks Ur. Here's an example of a CSV of a "very high" world:

You're entirely welcome.... :cheers:

 

We think the others have covered it nicely, though.

 

Just look at the length of your negative bars vs the length of your positive ones. Deal with the longest, if you can.

 

Atmosphere & Ocean can be dealt with fairly cheaply, Temperature (as has been noticed) is a lot harder. This is why many have sought a low temp HW as this allows them to snuggle up on all the asteroids....

 

We don't believe there's any way of coping with Gravity or Axial Tilt, beyond trying to engineer your lifeform further - but that might just mean we haven't discovered a counter to the swirly effect of being off axis, or large water-filled suits under pressure to keep the blood in the brain.... :unsure:

 

Chief Scientist to Ur-Lord Tedric - in a whimsical mood this eve..... :(

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Also, thanks for the tip about the domes on the cities.  My initial thought were that the domed city was both.  But now I believe that i'd need to build both a city, then a dome to cover it.

Am I reading this right? One needs a city AND a domed city to gain the max protection from atmosphere for 100 POP? I had been assuming domed city REPLACES city for the pop. :( Hmmm

 

Octus Imperium

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Every installation you add puts in it's two cents worth to the overall calculation. So while a City does nothing against Atmosphere, it does add some value on the favorable side of Lifeform (I think it shows up in Lifeform). Same as the Colonial Training Centers.

 

I know it sounds strange. But I could swear Pete mentioned this in another thread oh so long ago.

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Am I reading this right? One needs a city AND a domed city to gain the max protection from atmosphere for 100 POP? I had been assuming domed city REPLACES city for the pop. :( Hmmm

 

Octus Imperium

No, don't worry!

 

It's only Domed Cities that work directly on 'reducing' the atmosphere effect. However, Cities and CTCs are much cheaper and are worth building to 'increase' the general Lifeform bar.

 

Chief Scientist to Ur-Lord Tedric

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Also, thanks for the tip about the domes on the cities. My initial thought were that the domed city was both. But now I believe that i'd need to build both a city, then a dome to cover it.

 

I am building on my first colony and I am NOT building Cities and I am getting a nice reduction in atmospheric effects due to Domed Cities (In fact my attrition just went to zerodue to them) so it is not necessary to build both.

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Am I reading this right? One needs a city AND a domed city to gain the max protection from atmosphere for 100 POP? I had been assuming domed city REPLACES city for the pop.  :(  Hmmm

 

Octus Imperium

No, don't worry!

 

It's only Domed Cities that work directly on 'reducing' the atmosphere effect. However, Cities and CTCs are much cheaper and are worth building to 'increase' the general Lifeform bar.

 

Chief Scientist to Ur-Lord Tedric

Now I understand (I think). But it sounds like optimal attrition reduction in a noxious atmosphere would include only domed cities.

 

Octus

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We don't believe there's any way of coping with Gravity or Axial Tilt, beyond trying to engineer your lifeform further

 

Of course for those who have the proper Tech, the tilt itself can be changed as well as the gravity....... :(:cheers:

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