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 Colo optimizer formulas 
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Kav, uhm right... I already said that, laff. You said I was "largely as posted" so I'm wondering exactly what part you thought was incorrect? You were unclear on that. What I'm talking about is using your fuel turn to do something else, too, but it's important for those who use the method to make sure they aren't throwing in a 3rd planet since they'd waste a turn doing so. That's what I was talking about burns a turn, kav, I think you misread my post.

phead, the cols/ore is a good point tho. Even in small turn games this is sometimes an issue where you need a lot of colonists very quickly. In an unlim you can always twarp-buydown for more ore if you need to until your planet is mobile. But that costs time, so your cols/min rate drops. In a lower turns game where the planets don't pop w/ ore you have to do some thinking on just how much you save w/ twarp over tpad, and whether the turns used could be used more effective for buying ore.

In the case of an unlim like the above I would suggest a team planet building approach... that is if you're really serious. Have your red/gridder pass SXX port locations to someone, match with figs and then twarp-buy it while the blue colonizes.

As for an auto-****yze... The fuel per loop would be easy to figure out. But then you'd need to work out the cols per turn for the entire lot and the total number of cols you can get w/ your ore load.

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Wed Mar 21, 2007 1:07 am
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Sing wrote:
As for an auto-****yze... The fuel per loop would be easy to figure out. But then you'd need to work out the cols per turn for the entire lot and the total number of cols you can get w/ your ore load.

Well the math you provided gave me a good start..coming along nicely. Subroutines for various forms of coloing are just a rehash of the same ole thing so just a matter of tagging gosubs and some testing. 


Wed Mar 21, 2007 6:21 am
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