Fixing up my UWP codes

Ok, I think I've got all of the bugs worked out of the spreadsheet. *crosses fingers*

However, I've noticed that the mean population is about 4.25. That seems too low. I'm not sure how to recaculate that taking out the entirely unpopulated worlds, but they usually only account for about 7.5% percent of the sector's systems.

Time to start hacking that pop score. :D
 
Stattick said:
However, I've noticed that the mean population is about 4.25. That seems too low. I'm not sure how to recaculate that taking out the entirely unpopulated worlds, but they usually only account for about 7.5% percent of the sector's systems.

Time to start hacking that pop score. :D

It is certainly a feature that finding a planet even as populated as Earth, a fairly well stacked but not yet full to capacity Tech 7/8 world. You'd think that a Tech 15 Imperial society with arcologies and orbitals and whatever else would regularly have planetary populations up in the billions, but apparently everyone really, really likes their space.

I set up a feature on my own World Gen spreadsheet that calculated population density, as a useful guide. It seems that an average mainworld generated through the MT system has a population density, when rounded to two decimal places, roughly equal to that of the moon :)
 
phild said:
I set up a feature on my own World Gen spreadsheet that calculated population density, as a useful guide. It seems that an average mainworld generated through the MT system has a population density, when rounded to two decimal places, roughly equal to that of the moon :)

I was thinking about doing something like that myself. Calculating pop density, and using that score to determine "High Population". It would vary per world according to size, population, hydrology, and how much habitable land/territory on the primary fixture of the system. But I'm not sure...

I don't know whether the "High Population" defaults regarding trade and such should be primarily a function of total population, or rather a function of population density. The other problem, is that it would be absolutely nessisary to put in a fairly wide margin of randomness to the modification if I were to impliment it. Belters could be crammed together like sardines within a single large asteroid, or they could be spread out over a huge expanse of belt stretching thousands of klicks long. A smallish world with a 0 hydrology could have more habitable land then Earth, while a water world with high tech could likewise have a nearly endless amount of territory in which to build their cities, but would never have the sprawl that a non water world could develop. And at that point, I'm thinking that instead of having it auto generated by a spreadsheet, that I might as well just decide what the population density is like.
 
Stattick said:
phild said:
I set up a feature on my own World Gen spreadsheet that calculated population density, as a useful guide. It seems that an average mainworld generated through the MT system has a population density, when rounded to two decimal places, roughly equal to that of the moon :)

I was thinking about doing something like that myself. Calculating pop density, and using that score to determine "High Population". It would vary per world according to size, population, hydrology, and how much habitable land/territory on the primary fixture of the system. But I'm not sure...

I don't know whether the "High Population" defaults regarding trade and such should be primarily a function of total population, or rather a function of population density. The other problem, is that it would be absolutely nessisary to put in a fairly wide margin of randomness to the modification if I were to impliment it. Belters could be crammed together like sardines within a single large asteroid, or they could be spread out over a huge expanse of belt stretching thousands of klicks long. A smallish world with a 0 hydrology could have more habitable land then Earth, while a water world with high tech could likewise have a nearly endless amount of territory in which to build their cities, but would never have the sprawl that a non water world could develop. And at that point, I'm thinking that instead of having it auto generated by a spreadsheet, that I might as well just decide what the population density is like.

Surface area is a square-of-radius function. Population is a Base10 log.

Here's a map of the relationships with values of density as a base10 log:
Code:
                     Size                                                  
pop        Ppl   0.5     1     2     3     4     5     6     7     8     9     10
0            1   0.6     0    -0.6   -1   -1.2  -1.4  -1.6  -1.7  -1.8  -1.9   -2
1           10   1.6     1     0.4    0   -0.2  -0.4  -0.6  -0.7  -0.8  -0.9   -1
2          100   2.6     2     1.4    1    0.8   0.6   0.4   0.3   0.2   0.1    0
3         1000   3.6     3     2.4    2    1.8   1.6   1.4   1.3   1.2   1.1    1
4        10000   4.6     4     3.4    3    2.8   2.6   2.4   2.3   2.2   2.1    2
5       100000   5.6     5     4.4    4    3.8   3.6   3.4   3.3   3.2   3.1    3
6      1000000   6.6     6     5.4    5    4.8   4.6   4.4   4.3   4.2   4.1    4
7     10000000   7.6     7     6.4    6    5.8   5.6   5.4   5.3   5.2   5.1    5
8    100000000   8.6     8     7.4    7    6.8   6.6   6.4   6.3   6.2   6.1    6
9   1000000000   9.6     9     8.4    8    7.8   7.6   7.4   7.3   7.2   7.1    7
10 10000000000   10.6   10     9.4    9    8.8   8.6   8.4   8.3   8.2   8.1    8
11     1E+11     11.6   11    10.4   10    9.8   9.6   9.4   9.3   9.2   9.1    9
12     1E+12     12.6   12    11.4   11   10.8  10.6  10.4  10.3  10.2  10.1   10
13     1E+13     13.6   13    12.4   12   11.8  11.6  11.4  11.3  11.2  11.1   11

You'll note that only the smallest worlds really hve much increase.
 
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