RETURN TO SWITCHBOARD                   4A. Planetary Economy
Return to Planet Sub-Menu   4B. Planetary Structures
1. Introduction to VGA Planets   7. Minefields Sub-Menu   4C. Natives
2. Race Information Sub-Menu   8. Combat Sub-Menu   4D. Colonists
3. Friendly Codes Sub-Menu   9. Ion Storm Sub-Menu   4E. Planetary Combat
4. Planet Information Sub-Menu   10. Misc. Information Sub-Menu   4F. Planetary Climate
5. Starbase Information Sub-Menu   11. Strategy and Strategy Guides  
6. Ship Information Sub-Menu   12. Add-on Information  
 
 
COLONISTS:  
  What is a Colonist?:  
  A colonist is someone who belongs to one of the eleven Player Races.  
  There are 100 Colonists for every 1 Colonist Clan.  
  Taxation:  
  When taxed, Colonists produce Megacredits at 100% of the normal tax rate.  
  Colonist Happiness:  
  On a scale of 0 – 100 (100 being the happiest)  
  Colonist happiness level indicators: Love You, Like Your Leadership, Undecided About You, Angry at You, and Hate You
  Love You: (90 - 100)  
  Like Your Leadership: (70 - 89)  
  Undecided About You: (50 - 69)  
  Angry at You: (40 - 49)  
  Hate You: (26 - 39)  
  Colonists can be taxed as long as their happiness stays above a certain level (somewhere around 30)
  If Happiness falls below this level the Colonists will become mad at you and stop paying taxes and in extreme cases, riot
  The formula for Colonist happiness Changes follows:  
  Colonist happiness change = TRUNC(10 - SQRT(#Colonists/1,000,000) - ABS(Temp - 50)/33 - (#Mines + #Factories)/300 - TaxRate*.8)
  The Crystals (Race 7) happiness change = TRUNC((1,000 - SQRT(ColonistClans) - 80*TaxRate - ABS(100-Temp)*3 - (Factories + Mines)/3)/100)
  If the setting for Crystals (Race 7) Like Desert Worlds is set to YES.  
  Population:  
  The formula for Colonist growth rate follows:  
  Colonist growth % = 5*SIN(Temp*PI/100)/(1 + TaxRate/5)  
  The growth rate = 0 if:  
  The Planet Temperature is arctic/desert (< 15 or > 84)  
  Colonist happiness < 70  
  Max population would be exceeded  
  Maximum population for Colonists is as follows:  
  If Climate Limits Population and Cliate Death Rate (CDR) is 0%:  
  MaxPop = 10,000,000*SIN(Temp*PI/100) Colonists  
  Colonists will not die if exceeded.  
  If Climate Limits Population and CDR is not 0%:  
  Planet is desert:  
  MaxPop = (20,100 - CDR - (200*Temp))*100/CDR Colonists  
  Colonists will die if exceeded.  
  Planet is arctic:  
  MaxPop = (20,100 - CDR - 200*(99-*Temp))*100/CDR Colonists  
  Colonists will die if exceeded.  
  All other climates:  
  MaxPop = (10,000,000*SIN(Temp*PI/100)) Colonists  
  Colonists will not die if exceeded.  
  Planets will always support at least 100 Colonists.  
  The Rebels (Race 10) can build outposts on ice worlds (temp 0, 1, 2 or 3) that support up to 20,000 Colonists (Host 3.21)
  The Rebels (Race 10) can build outposts on ice worlds (temp 19 and below) that support up to 9,000,000 Colonists (Host 3.22)
  The Fascists (Race 4), The Robots (Race 9), The Rebels (Race 10) and The Colonials (Race 11) can have up to 6,000 Colonists on desert worlds. All other 
  races can only have one hundred (100) Colonists on a desert or arctic planet  
  The Crystals (Race 7) like desert worlds (hconfig): If “yes” The Crystals (Race 7) have max population on desert Planets and a max population of 5,000,000 on 
  temperate-warm Planets  
  If Overpopulation Eats Supplies and CDR is not 0% on arctic/desert Planets:  
  MaxPop = (MaxPopFromArcticFormula) + 1,000*INT((#SuppliesAvailable - 1)/40)  
  SuppliesNeeded:   21-60 61-100 101-140 141-180 181-220  
  #ExtraColonistClans: 10   20   30   40   50  
  If Climate does not Limit Population:  
  MaxPop = 10,000,000 Colonists   
  CDR does nothing. Colonists will not die if exceeded.  
  Climate Death Rate:  
  The formula for the Climate Death Rate follows:  
  #ColonistsDying = ((#Colonists) - (MaxPop))*CDR  
  Where MaxPop is base on Population Limit Info  
  See Planetary Climate for more information on Population Limits and Climate Death Rate