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hollowpoint
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I briefly visited this again. Simulation model should not be too difficult.
Each planet i has:
growth(pop, morale)
morale(pop,pq,tax)
researchProduced
productionProduced
doneProduction
productionGoal
(researchProduced and productionProduced are deductible by
analysis of economics model)
Each time step has:
tax, military, productDecision(for planet i), (researchDecision)
(lets keep it simple, no social production at first, also research+military=1,
also assume that you trade techs vigorously to get money, so we can keep
allocation at 100%)
Start system can be described:
distanceMatrix(planet_i, planet_j)
quality(planet_i)
Of these, we can classify own planets (reachable before computer)
and enemy planets (planets we want to reduce to smitherins).
We can assume that defense consist only of battle axes (anything less is one battle axe) (also number of battle axes per planet can be approximated) Also each enemy planet has population, which determines number of transports needed.
Technology can be classified to T0, T1, T2, (T3)
T0: colony ship
T1: frigatte
T2: transport
T3: warpdrive
Interesting techs are thus (comm theory, univ transl, defense theo, battle
armor, deflectors, space mili, shields, energy chann, weapon theo, phasers, inter stel tac, prop, cold fusion, impulse drive).
Time to get each of these should be determined by k research points.
(research queue optimization should not be too difficult)
So optimal frigatte solution is:
decision(t) = { tax, military, planet_i_productionDecision, researchDecision)
(+correct target for produced transports and frigates)
Solution should give also min_t -> victory.
It is easy to add complexity to the model -> effect on social improvements.
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Lets see what my matlab and time schedule says...
br HP
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