This is great analysis - exactly what is needed!
I think this is specific to desert worlds, so it looks like on desert worlds, there will be plenty of Metal, Trace, and possibly Gems.
I could potentially halve the "desert" Metal and Trace harvesting on normal planets from 4 / hex to 2 leaving all other areas alone for now.
By the way, I've never counted - with the limitations of harvesting cities can you squeeze 64 on a planet like Kish? Seems like it would be tight, but I've never counted to see.
Also, don't forget the Engineering costs of producing 64 Harvesting cities + 100 Chemicals plants + 50 Electronics plants + 50 Ceramsteel plants = 264 cities = 264 Engineers.
Engineer requirements:
238 Food * 264 = 62832
302 Metal * 264 = 79728
1 Trace * 264 = 264
7 Chemicals * 264 = 1848
This also doesn't include Biochems, Fusoriums, Cyclotrons, and Wetware plants and also I'm not sure if you are accounting for Loyalty or not.
Here is a simple assessment that I use from my design spreadsheet:
Code: Select all
# of Structure # Cap Loy # Prod Fo En Me Tr Ex Ch Bi El Ce We Mo Ge Si Surplus
1 Cyclotron 1 0.7 1 25 10 20 1
3 Fusorium 5 0.7 4 15 8 0.5
1 Wetware 2 0.7 1 5 5 5 1
1 Ceramsteel 15 0.7 11 5 5 5 5.5
1 Bioplant 10 0.7 7 10 5 2
4 Electronics 10 0.7 7 10 5 4
6 Chemicals 20 0.7 14 20 5 9
17 Total Resources Required: 170 175 0 55 10 75 5 24 5 0 10 20 0
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# of Structure # Cap Loy # Prod Fo En Me Tr Ex Ch Bi El Ce We Mo Ge Si Surplus
1 Cyclotron 1 1.0 1 0 0 0 0 0 25 0 0 0 0 10 20 0 1
2 Fusorium 5 1.0 5 0 0 0 0 0 15 0 8 0 0 0 0 0 0
1 Wetware 2 1.0 2 0 0 0 0 5 0 5 0 5 0 0 0 0 2
1 Ceramsteel 15 1.0 15 0 5 0 5 0 5 0 0 0 0 0 0 0 10
1 Bioplant 10 1.0 10 0 10 0 0 5 0 0 0 0 0 0 0 0 5
2 Electronics 10 1.0 10 0 10 0 5 0 0 0 0 0 0 0 0 0 4
3 Chemicals 20 1.0 20 0 20 0 5 0 0 0 0 0 0 0 0 0 0
11 Total Resources Required: 110 95 0 30 10 60 5 16 5 0 10 20 0
So if you look at minimum number of facilities for 1 Cycltron and 1 Wetware Plant you need a minimum of those facilities specified above and the amount of resources required on the bottom row to have the most modest of resource surpluses at the specified loyalties. However, to provide a surplus to build units, you need more facilities.
I'm not sure how much City Loyalty players will be able to maintain, but I'm assuming it'll be somewhere between 70-100%. If we simply specify production rates of facilities, it can help narrow down what capabilities are needed:
For example, let's target the following resource surplusses per turn at 70% Loyalty:
Singularites: 4
Monopols: 30
Wetware: 20
Ceramsteel: 50
Biochems: 30
Electronics: 30
Chemicals: 100
Here is what my spreadsheet spits out for requirements:
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# of Structure # Cap Loy # Prod Fo En Me Tr Ex Ch Bi El Ce We Mo Ge Si Surplus
5 Cyclotron 1 0.7 1 25 10 20 4
23 Fusorium 5 0.7 4 15 8 30.5
14 Wetware 2 0.7 1 5 5 5 20
12 Ceramsteel 15 0.7 11 5 5 5 56
15 Bioplant 10 0.7 7 10 5 35
31 Electronics 10 0.7 7 10 5 33
45 Chemicals 20 0.7 14 20 5 100
145 Total Resources Required: 1450 1420 0 440 145 530 70 184 70 0 50 100 0
Note that partial facilities cannot be built, but the production quotas specified are met or exceeded.
Having the ability to harvest certain resources at specific loyalties will determine whether the above quotas can be met for each specific planet.
I actually want to devise a rating system for each planet that specifies the maximum number of Cyclotrons / Wetware facilities that a planet can support since those 2 production facilities dictate the resource requirements needed for each planet. So it is really irrelevant whether you can harvest a massive surplus of certain resources, but rather if you can only support 2 Cyclotrons and 4 Wetware plants (for a rating of 2.4) then that planet is not very capable. If, on the other hand, if you have a planet that is a 10.20, then that planet has a lot of capability.
From these planetary ratings, I can then reduce harvested surplus resources without affecting the planet's rating (or I can change it by lowering harvesting abilities to affect the planet's rating).
So if you could provide a rating of Kish (not theoretical, but actual), then I could use this information to determine what its resource requirements need to be.
I could then, ideally, classify all planet types / variants in the 6 Hyperion galaxies available, average them, and then target production quotas for each planet type and adjust harvesting resources appropriately.
I actually started creating a spreadsheet to do this on all the planets in the Corinthain Galaxy about 2 years ago, but it is vary tedious work.
If I had a tool that could extract planetary terrain data, simulate allocating harvesting cities, and then add in production facilities, I could determine the optimum planetary rating and adjust resource harvesting capabilities to accommodate.
Sorry for the detailed analysis, but this is exactly what I need to balance resource production across multiple planets, planet variants, and galaxies in Hyperion - no easy task!
Thanks for the insights and please provide any additional comments / information!
Matt