Repeated intro
Hello (soon-to-be) world devourers,
What changed
0 fixes2 additions2 changes0 removals
changedAt the end of the third part of the economic overview, I had presented an ominous calculation in which the 7 iron that our mine delivered at level 3 (both times upgraded with the overclocking branch) on the mountain tile suddenly became 10.5 iron, or sometimes only 3.5 iron. What is the reason for these dramatic differences? It is the satisfaction of the citizen on the tile, and I would now like to address this in the following:
addedAs a reminder, each tile is populated by a citizen, without whom nothing can be produced. In the assumed standard case, this citizen now has a satisfaction level of 50% and thus ensures 100% production. If he is happy, he works more for every percentage point above 50% and production also increases by one percentage point. Is the citizen 60% satisfied? Then he will produce 10% more, i.e. 7.7 iron instead of 7 iron. Is he 100% satisfied? Then he will produce a full 150%, i.e. 10.5 iron. And, as you may have guessed, this can also go the other way. For every percentage point below 50%, production falls by one percentage point. The citizen is only 40% satisfied. Sadly, they then only produce 90%, or 6.3 iron. And when their satisfaction reaches its minimum of 0%, only 50% of production remains, or half of the 7 iron, which corresponds to 3.5 iron.
addedAnd then pollution increases by another 5 percentage points every time a new mine or extractor is built on the planet. The overclocking branch increases pollution even further, but otherwise upgrades do not usually increase pollution.
changedSo pollution is all well and good, but anyone who has done the maths will now be asking themselves: 50% basic satisfaction +25% due to 0% pollution does not equal 100% satisfaction. And, as is so often the case, the maths does not lie, but there are other modifications to consider. For example, how about giving citizens a pet, which means spending even more alien groats than we already do, but giving them a +10% satisfaction boost? And what if we also increase production by another 10% thanks to the pet? Or a wellness clinic with +15% satisfaction for the entire planet, as well as lower settlement costs, but that's not the whole story either, as there are two other significant modifiers. The political views of the individual and the province parameters, but since I need to go into more detail on that, I will cover it in more detail in the next economic overview instead.
Ultakia changes
changedAt the end of the third part of the economic overview, I had presented an ominous calculation in which the 7 iron that our mine delivered at level 3 (both times upgraded with the overclocking branch) on the mountain tile suddenly became 10.5 iron, or sometimes only 3.5 iron. What is the reason for these dramatic differences? It is the satisfaction of the citizen on the tile, and I would now like to address this in the following:
addedAs a reminder, each tile is populated by a citizen, without whom nothing can be produced. In the assumed standard case, this citizen now has a satisfaction level of 50% and thus ensures 100% production. If he is happy, he works more for every percentage point above 50% and production also increases by one percentage point. Is the citizen 60% satisfied? Then he will produce 10% more, i.e. 7.7 iron instead of 7 iron. Is he 100% satisfied? Then he will produce a full 150%, i.e. 10.5 iron. And, as you may have guessed, this can also go the other way. For every percentage point below 50%, production falls by one percentage point. The citizen is only 40% satisfied. Sadly, they then only produce 90%, or 6.3 iron. And when their satisfaction reaches its minimum of 0%, only 50% of production remains, or half of the 7 iron, which corresponds to 3.5 iron.
addedAnd then pollution increases by another 5 percentage points every time a new mine or extractor is built on the planet. The overclocking branch increases pollution even further, but otherwise upgrades do not usually increase pollution.
changedSo pollution is all well and good, but anyone who has done the maths will now be asking themselves: 50% basic satisfaction +25% due to 0% pollution does not equal 100% satisfaction. And, as is so often the case, the maths does not lie, but there are other modifications to consider. For example, how about giving citizens a pet, which means spending even more alien groats than we already do, but giving them a +10% satisfaction boost? And what if we also increase production by another 10% thanks to the pet? Or a wellness clinic with +15% satisfaction for the entire planet, as well as lower settlement costs, but that's not the whole story either, as there are two other significant modifiers. The political views of the individual and the province parameters, but since I need to go into more detail on that, I will cover it in more detail in the next economic overview instead.
At the end of the third part of the economic overview, I had presented an ominous calculation in which the 7 iron that our mine delivered at level 3 (both times upgraded with the overclocking branch) on the mountain tile suddenly became 10.5 iron, or sometimes only 3.5 iron. What is the reason for these dramatic differences? It is the satisfaction of the citizen on the tile, and I would now like to address this in the following:
Steam post image
As a reminder, each tile is populated by a citizen, without whom nothing can be produced. In the assumed standard case, this citizen now has a satisfaction level of 50% and thus ensures 100% production. If he is happy, he works more for every percentage point above 50% and production also increases by one percentage point. Is the citizen 60% satisfied? Then he will produce 10% more, i.e. 7.7 iron instead of 7 iron. Is he 100% satisfied? Then he will produce a full 150%, i.e. 10.5 iron. And, as you may have guessed, this can also go the other way. For every percentage point below 50%, production falls by one percentage point. The citizen is only 40% satisfied. Sadly, they then only produce 90%, or 6.3 iron. And when their satisfaction reaches its minimum of 0%, only 50% of production remains, or half of the 7 iron, which corresponds to 3.5 iron.
Steam post image
I think this example clearly shows that it is worth taking the well-being of citizens seriously. And one of the parameters that influence this is pollution. The standard level of pollution that a citizen is willing to tolerate is 50%. At this level, their satisfaction does not change at all, so they have 50% satisfaction and thus 100% production. Or sometimes a little more or less, depending on their character traits. But let's leave that aside for now and consider instead what happens when pollution increases. For every 2 percentage points of additional pollution, their satisfaction decreases by one percentage point and vice versa. Pollution increases by 10%, and now the citizen becomes 5% more dissatisfied and produces just as much less. It decreases by 10%, and now he becomes 5% more satisfied and produces 5% more. The minimum pollution is 0% (+25% satisfaction) and the maximum is 100% (-25% satisfaction).
But how can I influence pollution? First of all, every planet has a natural starting level of pollution, depending on the number of forests that clean the air or volcanoes that pollute it. (Yes, building on some planets can be more worthwhile than on others.)
And then pollution increases by another 5 percentage points every time a new mine or extractor is built on the planet. The overclocking branch increases pollution even further, but otherwise upgrades do not usually increase pollution.
[Air Purifier levels 1, 2 and 3]
Steam post image Steam post image Steam post image
But there is, of course, a remedy: the air purifier. At a moderate cost of 2.5 fossil fuels and 2.5 water, it reduces pollution by 15%, which is already 7.5% more production for the entire planet! And don't forget the upgrades...
So pollution is all well and good, but anyone who has done the maths will now be asking themselves: 50% basic satisfaction +25% due to 0% pollution does not equal 100% satisfaction. And, as is so often the case, the maths does not lie, but there are other modifications to consider. For example, how about giving citizens a pet, which means spending even more alien groats than we already do, but giving them a +10% satisfaction boost? And what if we also increase production by another 10% thanks to the pet? Or a wellness clinic with +15% satisfaction for the entire planet, as well as lower settlement costs, but that's not the whole story either, as there are two other significant modifiers. The political views of the individual and the province parameters, but since I need to go into more detail on that, I will cover it in more detail in the next economic overview instead.
News about the current development progress will be given in roughly a month. Have a pleasant time and don't forget to tell your friends about Entrotria.
-a Giratakel confused by too many calculations (Simon Alber)