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Stellar Crisis - Advanced Pop Trick Instructional Text
Orion Empire
Pop Trick Definition
Manipulation of player's Agriculture Ratio to achieve explosive population growth on selected planets. Consists of Beginning, Middle, and Final Turns.
Brief Summary Of Pop Trick
Ag Ratio = Total Agriculture divided by Total Population
Significantly reducing a player's total population on Beginning Turn will result in a very high Ag ratio (as total agriculture is unchanged yet total population is significantly diminished) in the Middle Turn.
Planetary population changes are a function of the Ag Ratio's effect on population. The following formula dictates planetary population changes from turn to turn:
New Pop = Old Pop x Ag Ratio
Hence a high Ag Ratio can permit rapid population growth. By redistributing the small / reduced Middle Turn population amongst a player's planets, explosive population growth can not only be achieved, but also be directed to selected planets on the Final Turn. Game strategy will dictate which planets need their populations maximized. Scenarios include front line builder planets for battle and expansion, or increased access to resources on resource rich planets for economy.
Timing of Pop Trick
Game situations determine when to pop trick. Critical aspects of pop trick timing involve:
Suitable planets must be available to make pop tricking worthwhile. These must be identified through exploration, and then colonized. Strategically located planets control "choke points" through which the player and opponents must move. Resource rich planets provide for a larger economy. Front line builder planets reduce travel time and allow for more efficient exploration, colonization and battle. Higher planetary populations prior to pop trick permit larger middle turn populations and greater flexibility in delivering desired Final Turn planetary populations. Additionally, larger middle turn populations provide more resources for running ships during the middle turn as well as maximizing middle turn Tech Development growth while running ships.
Opponent's game play must leave a "window of opportunity" through which the player may safely pop trick. It is vital to avoid enemy ship incursions during a player's pop trick. Exploration atleast one (preferably two) planets beyond the player's colonized fringe planets will protect from or allow adjustments for this possibility. There is a two turn period of vulnerability on the Beginning and Middle Turns in which no ships may be built. Enemy incursions at this time can result in nuked planets and/or deep exploration of a player's territory.
A player's game play must also be adjusted prior to a pop trick. Excessive ship building before a pop trick will lead to wasteful dismantling of ships during the pop trick, and waste of resources used in those ships construction and maintenance. Successful ongoing exploration by multiple science ships may cause a player to delay pop tricking.
Pop tricks in general are most effective during the early exploration and colonization phase of the game. However, the middle phase of game play also offers opportunity for advantageous pop tricking. Territorial conquest and expansion requires efficient delivery of ships for exploration, colonization and battle. Stargates can be utilized at a significant resource cost in their construction and maintenance. Front line builders are superior in this respect. Multiple pop tricks can create front line builders as needed, and/or lead to rapid utilization of resource rich planets. When BR6 and higher colony ships are available, establishing builder planets is less likely to involve pop tricking in view of the relatively large initial populations delivered. Awareness of the Ag Ratio will permit a decision as to the best means to attain a builder planet planet at that time.
Terminology
Formulas Required To Pop Trick (In Sequence of Use)
Pop Trick Scenarios
Pop Trick Without Colonizing Planets To Raise Specified Planet Pop To Desired Level
Example: Player has four systems in tunnel configuration.
HW - #1 - #2 - #3 -
|
# |
AG |
MIN |
FUEL |
POP |
|
HW |
100 |
100 |
100 |
100 |
|
1 |
76 |
5 |
32 |
8 |
|
2 |
27 |
50 |
75 |
6 |
|
3 |
30 |
30 |
25 |
4 |
Goal: Planet #3 to become a builder (minimum pop is 50)
Ag Ratio = Total Agriculture / Total Population + 0.1
= 233 / 118.1 = 1.97
New Pop = Old Pop x Ag Ratio
= 4 x 1.97 = 7.88 = 8.0 (always round up when calculating new pop)
Middle Turn Ag Ratio = Pop Desired On Specified Planet / New Pop On Specified Planet
= 50 / 8 = 6.25
Middle Turn Pop Required = Total Agriculture / Middle Turn Ag Ratio
= 233 / 6.25 = 37.28 = 37 (round down to ensure ag ratio not lowered with rounded up pop)
Planet #3 Middle Turn Pop = Pop desired on planet #3 / Middle Turn Ag Ratio
= 50 / 6.25 = 8.0
Total Middle Turn Pop Required - Planet #3 Middle Turn Pop = Middle Turn Pop Remaining For Distribution
37 - 8 = 29 pop remaining for distribution
Planet HW Middle Turn Pop = Pop desired on planet HW / Middle Turn Ag Ratio
= 100 / 6.25 = 16
Middle Turn Pop Remaining - Planet HW Middle Turn Pop = Middle Turn Pop Remaining For Distribution
29 - 16 = 13 pop remaining for distribution
Planet #2 Middle Turn Pop = Pop desired on planet #2 (desire builder to protect #3) / Middle Turn Ag Ratio
= 50 / 6.25 = 8.0
Middle Turn Pop Remaining - Planet #2 Middle Turn Pop = Middle Turn Pop Remaining For Distribution
13 - 8 = 5
May allocate Remaining Middle Turn Pop (pop 5) to remaining planet #1 (to give pop of 32 after pop trick), OR redistribute remaining pop to other planets while leaving minimum pop of 1 on planet #1.
End Results:
|
# |
Middle Turn Pop |
Final Turn Calculated Pop |
|
HW |
16 |
100 |
|
1 |
5 |
32 |
|
2 |
8 |
50 |
|
3 |
8 |
50 |
a)Beginning Turn |
Make pop adjustments to planets on Systems Page to reflect desired Middle Turn Planetary Populations. See above chart. Determine necessity of Pop Trick While Running Ships. Perform appropriate calculations (see section below). Dismantle ALL unnecessary ships. |
b) Middle Turn |
Make Pop adjustments to planets on Systems Page to reflect the desired pop levels of each planet at end of pop trick. See above chart. It is more efficient to simply use pop numbers you ultimately desire (HW - 100, #1 - 32, #2 - 75, #3 - 50). The numbers calculated for the Final Turn Pop on the chart above are the maximum pops delivered irrespective of what the pops are set at during the Middle Turn. If a pop is set lower than a planet's calculated Final Turn Pop, the population will reflect this lower setting on the Final Turn. |
c) Final Turn |
Pop trick is completed. Review Map Page to verify success of pop trick, and continue play. |
Pop Trick While Colonizing Planet In Which Specified Planet Is NOT Colonized Planet
Example: Player has four systems in tunnel configuration.
HW - #1 - #2 - #3 -
|
# |
AG |
MIN |
FUEL |
POP |
|
HW |
100 |
100 |
100 |
100 |
|
1 |
76 |
5 |
32 |
8 |
|
2 |
27 |
50 |
75 |
6 |
|
3 |
30 |
30 |
25 |
0 BR2 Col Ship Orbit |
Goal: Planet #2 to become a builder (minimum pop is 50)
Same as "Pop Trick Without Colonizing Planets" with the following adjustments:
Calculations
Ag Ratio = Total Agriculture / Total Population + 0.1
= 203 / 114.1= 1.77
New Pop for Planet #2 = Old Pop x Ag Ratio
= 6 x 1.77 = 10.62 = 11.0 (round up)
Mid Turn Ag Ratio = Pop Desired On Specified Planet / New Pop On Specified Planet
= 50 / 11 = 4.54
Mid Turn Pop Required = Total Agriculture (including ag from colonized planet #3) / Middle Turn Ag Ratio
= 203 + 30 / 4.54 = 51.32 = 51 (round down)
Require pop of 4 for planet #3 (unable alter pop delivered by BR2 col ship)
Total Middle Turn Pop Required - Planet #3 Fixed Middle Turn Pop = Middle Turn Pop Remaining For Distribution
51 - 4 = 47 pop remaining for distribution
Planet #2 Middle Turn Pop = Pop desired on planet #2 / Middle Turn Ag Ratio
= 50 / 4.54 = 11.01 = 11
Middle Turn Pop Remaining - Planet #2 Middle Turn Pop = Middle Turn Pop Remaining For Distribution
47 - 11 = 36 pop remaining for distribution
Planet HW Middle Turn Pop = Pop desired on planet HW / Middle Turn Ag Ratio
= 100 / 4.54 = 22.02 = 22
Middle Turn Pop Remaining - Planet HW Middle Turn Pop = Middle Turn Pop Remaining For Distribution
= 36 - 22 = 14
Do not desire more than 32 / 4.54 = 7 pop on planet #1. Therefore add remainder of middle turn pop remaining for distribution (7 pop) to planet #2 middle turn pop. This results in a middle turn planet #2 pop of 18, for a final turn planet #2 pop of 18 x 4.54 = 81.7 = 82. Planet #2's middle turn pop allocation of 18 is GREATER than it's calculated new pop of 11. The allocation to each planet can NOT exceed that planet's individually calculated new pop. :-( Rework the pop trick. Desired pop of planet #2 will be 75 now.
Mid Turn Ag Ratio = 75 / 11 = 6.81
Mid Turn Pop Required = 203 + 30 / 6.81 = 34.21 = 34
Require middle turn pop of 4 for planet #3
Middle Turn Pop Remaining For Distribution = 34 - 4 = 30
Planet #2 Middle Turn Pop = Pop Desired On Planet #2 / Middle Turn Ag Ratio
= 75 / 6.81 = 11.01 = 11
Middle Turn Pop Remaining For Distribution = 30 - 11 = 19
Planet HW Middle Turn Pop = 100 / 6.81 = 14.68 = 14
Middle Turn Pop Remaining For Distribution = 19 - 14 = 5
May allocate remaining Middle Turn Pop (pop 5) to planet #1 (to give pop of 34.05 = 35 after pop trick). Planet #1 pop may be kept at desired maximum of 32 simply by setting the pop to 32 instead of 35 during the Middle Turn of the pop trick.
End Results:
|
# |
Middle Turn Pop |
Final Turn Calculated Pop |
|
HW |
14 |
96 |
|
1 |
5 |
35 |
|
2 |
11 |
75 |
|
3 |
4 |
28 |
Execution Of Pop Trick
Beginning Turn
Middle Turn
Final Turn
Pop Trick While Colonizing Planet In Which Specified Planet IS Colonized Planet
Example: Player has four systems in tunnel configuration.
HW - #1 - #2 - #3 -
|
# |
AG |
MIN |
FUEL |
POP |
|
HW |
100 |
100 |
100 |
100 |
|
1 |
76 |
5 |
32 |
8 |
|
2 |
27 |
50 |
75 |
6 |
|
3 |
30 |
30 |
25 |
0 BR2 Col Ship Orbit |
Goal: Planet #3 to become a builder (minimum pop is 50)
Same as "Pop Trick Without Colonizing Planets" with the following adjustments:
Calculations
Ag Ratio is unnecessary
New Pop for Planet #3 = Pop delivered by colonizing ship = 4
Middle Turn Ag Ratio = Pop Desired on Specified Planet / New Pop on Specified Planet
= 50 / 4 = 12.5
Middle Turn Pop Required = Total Agriculture (including ag from colonized planet #3) / Middle Turn Ag Ratio
= 203 + 30 / 12.5 = 18.64 = 18 (round down)
Require pop of 4 for planet #3 (unable alter pop delivered by BR2 col ship)
Total Middle Turn Pop Required - Planet #3 Fixed Middle Turn Pop = Middle Turn Pop Remaining For Distribution
18 - 4 = 14 pop remaining for distribution
Planet #2 Middle Turn Pop = Pop desired on planet #2 / Middle Turn Ag Ratio
= 50 (desire back-up builder) / 12.5 = 4
Total Middle Turn Pop Remaining - Planet #2 Middle Turn Pop = Middle Turn Pop Remaining For Distribution
14 - 4 = 10 pop remaining for distribution
Planet HW Middle Turn Pop = Pop desired on planet HW / Middle Turn Ag Ratio
= 100 / 12.5 = 8
Total Middle Turn Pop Remaining - Planet HW Middle Turn Pop = Middle Turn Pop Remaining For Distribution
10 - 8 = 2
Allocate remaining Middle Turn Pop (pop 2) to planet #1 (to give pop of 25 after pop trick).
End Results:
|
# |
Middle Turn Pop |
Final Turn Calculated Pop |
|
HW |
8 |
100 |
|
1 |
2 |
25 |
|
2 |
4 |
50 |
|
3 |
4 |
50 |
Execution Of Pop Trick
Beginning Turn
Middle Turn
Final Turn
Pop Trick With Trade Bonus
Ensure any trade bonus from alliances has been factored into agriculture, fuel, and mineral resources prior to calculations for pop trick.
Pop Trick While Running Ships
After calculating the Middle Turn Pop and determining its distribution amongst available planets, it is possible to calculate how many ships can be supported during the middle turn. Determine fuel and mineral resources, as well as total resources, available in middle turn. Refer to chart on "Ship Build/Maintenance/Fuel Costs" in SC Room as to maintenance resource requirements for ships to be supported. Ship's mineral or fuel requirements should AVOID exceeding respective mineral or fuel resources available. A safe and fast rule is to keep only as many ships as you have fuel for. Additionally, fewer or NO ships are better as otherwise Tech Development growth shall be reduced. This reduction is an exact percentage of total resources used by middle turn ships divided by total resources available during middle turn.
Pop Trick Variant With Minefield
A rare situation may develop where a player's isolated builder planet is in danger of being nuked by an enemy fleet which has no minesweeper. The player is unable to build enough ships to save the planet. Simply building a minefield will not protect the planet from subsequent nuking by enemy ships either left back from or trailing the initial assault. A solution is to Pop Trick While Running Ships. In this scenario, the ship will be a BR1 minefield (newly built or pre-existing). The builder under attack must have a middle turn pop AFTER the minefield detonation which, when multiplied by the Middle Turn Ag Ratio, will produce a builder planet again in the Final Turn. For example, a builder (the specified planet) with 50 pop will have 25 pop after minefield detonation. The Middle Turn Ag Ratio will be 50/25 or 2.0. Calculate the Middle Turn Pop Required and allocate this amongst all planets. Assume the builder's middle turn pop will be 25 for allocation purposes. It must be emphasized that enemy minesweepers may render this strategy useless. In addition, the importance of the minefield's actual detonation must be stressed.
A quick reference SUMMARY SHEET in EASY PRINTOUT format may be
found here.
Dedication: This work is dedicated to all those stellar crisis players who are teachers at heart.
Pertinent Comments on this work may be emailed here.
Programming assistance provided by BigB.
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