Emperor0Akim
Posts: 45
Joined: 4/19/2016 From: Germany Status: offline
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quote:
ORIGINAL: Aeson quote:
But you are right about the testing. I have pondered the whole morning how to come up with the !!SCIENCE!! to solve this riddle and came up with nothing. There is just to much financial moving and I am to impatient for trial and wait and wait and error. A quick test using the in-game editor suggests that resorts generate ~3k credits per batch of 20k tourists delivered to the resort, regardless of the scenery bonus. The test was conducted by spawning in a moon with a ruin, building a resort base over the moon, and watching income generation for a while, then using the editor to remove the ruin and set a scenery bonus for the moon (first 25%, then 100%), scrap and rebuild the existing resort base, and watching the income generation for a while to see if income generated per visit changed. It would therefore appear as though the scenery bonus is an 'attractiveness' modifier for the resort base rather than a direct income modifier, and presumably affects the volume of tourist traffic that the resort base receives. As far as I know, tourists never leave a resort base, either, so you can determine the total income generated by a given resort base since it began operation by looking at the number of tourists currently on board the resort base. One potential test would be to generate a game and, using the editor, spawn in two resort locations and accompanying bases, one of which is over something with a scenery bonus and one of which is over something with a ruin. I would suggest that you put both resort locations in the same system, preferably somewhat close to one another (e.g. two moons of the same gas giant), over the same type of object, and sufficiently far from any populated location that the distance between one resort base and the point(s) of origin of any tourists who come visit it is negligibly different from the distance between the other resort base and the point(s) of origin of any tourists who com visit it, as this should help isolate the scenery bonus as the primary variable affecting tourist traffic at the two resort bases. Whichever resort gets more business over the course of, say, an in-game year is the more 'attractive' resort. This would allow you to experimentally establish an upper or lower bound for the effective scenery bonus of a ruin (e.g. if the ruin gets less business than a 25% scenery moon, the upper bound on the effective scenery bonus of that ruin is 25%); a sequence of such tests could be used to progressively refine the bounds on the effective scenery bonus. Aeson, Please don't laugh or cry. I really did not see nor read your post until today .. somehow I must have skipped it .. but alas .. thats what I did. FOR SCIENCE ! ( brought to you by Notepad++ ) I started the experiment with two allready existing Resortbases in my current game. All the resortbases are of the same Design and Version. The Maximum Capacity is 36000k ( 30x 1200 normal Passenger Compartment. ) The Passenger Transports have a capacity of 12000k ( 10 Compartments ) which was never used for Tourism, but for Migrants, so size still matters. Just not for the experiment :D In the end I had four Bases : Resort1 : Placed in my starting System on a Ancient Ruin with 15% Development Bonus. Resort2 : Placed in my starting System on a Ancient Ruin with 21% Development Bonus. Resort3 : Placed in my starting System on a Scenic Location with 29% Scenery Bonus. Resort4 : Placed on a nearby Black Hole with 68% Scenery Bonus. To be honest, this game runs under the A.I. Improvement Mod, but that should not matter for this particular experiment. I checked every half year the number of tourists on the station, the number of passenger ships and the populations growth. It seems, that Distance does not matter, because I have seen a Passenger Ship Transporting a Group of Mortalen Tourists across 5 Sectors to a Wekkaru Ocean Planet with no Tourism Bonus whatsoever ( no scenic, no ruin, no wonder ) Stardate 2120.08 - Number of Colonies 9 Population 25 Bil. 24 Passenger Ships Ruin1 (15%) - 140k Tourists Ruin2 (21%) - under Construction Ruin3 (27%) - not started Scenic(68%) - 380k Tourists Stardate 2121.02 - Number of Colonies 11 Population 28.2 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +20k ) Ruin2 (21%) - under Construction Ruin3 (27%) - not started Scenic(68%) - 460k Tourists ( +80k) Stardate 2121.08 - Number of Colonies 11 Population 28.8 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - Completed 2121.06 Ruin3 (27%) - not started Scenic(68%) - 500k Tourists ( +40k) Stardate 2122.02 - Number of Colonies 12 Population 29.7 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - 000k Tourists ( +0k ) Ruin3 (27%) - 8under Construction Scenic(68%) - 520k Tourists ( +20k) Stardate 2122.08 - Number of Colonies 12 Population 30.8 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - 020k Tourists ( +20k ) Ruin3 (27%) - completet 2122.09 Scenic(68%) - 700k Tourists ( +180k) Stardate 2123.02 - Number of Colonies 13 Population 30.8 Bil. ( I actually forgot to write down the pop-change here ) 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - 040k Tourists ( +20k ) Ruin3 (27%) - 020k Tourists ( +20k ) Scenic(68%) - 720k Tourists ( +20k ) Stardate 2123.08 - Number of Colonies 14 Population 33.3 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - 040k Tourists ( +0k ) Ruin3 (27%) - 020k Tourists ( +0k ) Scenic(68%) - 720k Tourists ( +0k ) Stardate 2124.02 - Number of Colonies 14 Population 34.8 Bil. 30 Passenger Ships Ruin1 (15%) - 160k Tourists ( +0k ) Ruin2 (21%) - 040k Tourists ( +0k ) Ruin3 (27%) - 040k Tourists ( +20k ) Scenic(68%) - 760k Tourists ( +40k ) Of the 30 Passenger Ships about half where engaged in transporting Tourists, while the other half was tansporting Migrants. This alternated a bit with sometimes more Migrant Ships and sometimes more Tourist Ships, but about half for either job kept true. The Number of Passenger Ships changed in the beginning after I aquired a large independet Colony with about 3000M inhabitants. While raising the Number of Colonies through empty planets the Number staid the same. I will watch this further Now the Resort Bases where all actually used. That proves that Ancient Ruins are Scenic locations. By the rise and stagnation of the Visitor Numbers I conclude that the Development Bonus of the Ancient Ruins is used as Scenic Bonus. Also that distance is not important to the attraction of tourist through your empire, but this might also just be the lack of other Options and the size of the bonus seems to be the biggest modifier. Income was generated whenever a Passenger Ship arrived at a location. Which then was displayd for a month in the Empire Overview. My guesstimate here is, that a constant value is used that gets multiplied by the number of tourists arriving and then ( hopefully ) modified by the commerce center and leader skill. Then there are also Colony Govenors. A particular Skill I once had made me wonder if those Guys may work their mojo systemwide. The Skill was called "Civilian Base Maintenance Reduction" .. and since the only civilian Bases are Mines, which can not be build on colonies, the skill is either the most useless skill ever .. or an indicator that colony govenors have a system wide radius. But that has nothing to do other that a govenor could be a nice asset to a system full of Resort Bases. So Conclusions 1.) Passenger Ships are dependent on the Population Size, not the Number of Colonies. 2.) Ancient Ruins are Scenic Locations. The Development Bonus counts as Scenic Bonus 3.) Wonders are Scenic Locations. The Development Bonus counts as Scenic Bonus. Theories 1.) The Size of the Scenic Bonus may be more important than Distance or it is a Balancing Formula like Planetsize/Quality 2.) The Resort/Tourism income is fixed value Multiplied By Number of Tourist and Modified by Empire Bonuses. Not Scenery Bonus. 3.) The Scenery Bonus effects the Number of Tourists attracted per Ship and may effect Distance. Questions 1.) Does Tourism income on Colonies count as Spaceport income ? 2.) What if there is no Spaceport ? 3.) How much is the Base Income Variable ?* 4.) Which role does Distance play in Tourism ? It obviously is a factor in Migration. 5.) What are the triggers for Passenger Ships ? 6.) Does the Number of Resorts effect the Number of Passenger Ships ? 7.) Does the Number of Resorts effect the Number of Tourist Dedicated Ships, and therefor slow down Migration ? Questions Raised By Aeson 6.) Is there Really a Hotel California Situation ? 7.) What happens when the Passenger Limit is reached ? I will try to answer and verify my findings by further watching the Passenger Transports. In the next Test I have to Track their exact movement and the rise Income whenever they arrive at a location. Which also means I have to analyze Private Sector Ship construction to counter-calculate the income. Well. There are only 360 Private Ships in my Empire at the moment. :) *As seen in the Quote Aeson answered Question 3. eight Days ago : 3k for 20M.
< Message edited by Emperor0Akim -- 5/13/2016 5:01:45 PM >
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Maxim 1.: Pillage, Then Burn !
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