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Growth Rate
Posted: Tue Apr 03, 2012 9:33 pm
by Angelis~
From what I've been told the growth rate percentage continues to drop all the way down to 0.00 so complete stop no more generation of planets. I simply propose a cap on how low the percentage drops say 1%, 2%, or even 5%. Doesn't matter as along as growth is allowed to continue.
Pros. Cons.
Thoughts? Suggestions? Denial?
Re: Growth Rate
Posted: Wed Apr 04, 2012 12:36 am
by Coulson
I'm guessing your '0%' limit's at 50B?
Re: Growth Rate
Posted: Wed Apr 04, 2012 12:58 am
by Sol
lets assume a CER of 500 mill, and we can assume that below a capped CER of 1 per turn (48 per day), a CER is basically useless. So we take the % decrease cap to be 0.0000096%, reverse engineering the % calculation gives us 95 trill planets needed to get that %, and since no one has over 1 trill planets, the growth rate % doesn't need to be capped.
Re: Growth Rate
Posted: Wed Apr 04, 2012 1:01 am
by Coulson
Oh. That's a clear explanation.
Re: Growth Rate
Posted: Wed Apr 04, 2012 1:04 am
by Sol
Stuart Gordon wrote:Oh. That's a clear explanation.
not sure if sarcasm or enlightened

Re: Growth Rate
Posted: Wed Apr 04, 2012 2:05 am
by Coulson
Enlightened.
1 (min. effective CER) / 500,000,000 (avg. CER) = 0,000000002, *100% = 0,0000002% (black box calculation)=> lots of Ts of planets.
Absurd total expanse required to reach min. effective CER, ergo no cap needed.
Re: Growth Rate
Posted: Wed Apr 04, 2012 4:16 am
by Sol
Stuart Gordon wrote:Enlightened.
48 (min. effective CER) / 500,000,000 (avg. CER) = 0.000000096, *100% = 0.0000096% (black box calculation)=> lots of Ts of planets.
Absurd total expanse required to reach min. effective CER, ergo no cap needed.
Fixed, 48 in a day, as the total.
But ya, point is it will take awhile to reach a point where a CER isn't viable.