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Riftborn population shenanigans

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8 years ago
Jun 8, 2017, 10:34:07 AM

I was trying to figure out the best way to rapidly maximise population as Riftborn. Since the cost of each population scales up with the population on system, and because you can move pops around rapidly and for no cost, I figured that stacking flat industry bonuses on a system and keeping its population as low as possible by sending pops away ASAP was the fastest way to grow.


 Then I noticed that the starting hero gets a top-tier skill that gives 80 production on system per anomaly on colonised planet, as well as a few other bonuses, and then I found a system with an anomaly or two...


http://i.imgur.com/d9nBj1t.jpg


That system has 2k production with one pop at turn 66. Seems perfect, right? But I'm still only getting one pop per turn. This is despite the fact that the fifth Riftborn you build on a system only costs about a quarter of that!


http://i.imgur.com/nUiZ2Fz.jpg


Apparently you can never produce more than one pop per turn. What this means is that all my work stacking bonuses was about 80% wasted.


Here's the Tips & Tricks part of the post:


Which means that to maximise Riftborn production:


Find a system that can reach 150 production per turn with 0 pop, or if you're too lazy to transfer population away EVERY turn, get to tier 4 modernisation and find a system that can reach 450 production per turn with 4 pop and ship 'em out five at a time.


It's still faster to have a dedicated low-pop pop production system, I think. Probably more than one once you've expanded a bit. It's just that such a system starts wasting production at a VERY low threshold. Which is a bit disappointing, but I guess you don't want to have Riftborn able to completely ignore the concept of increasing marginal population growth costs.

Updated 8 years ago.
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8 years ago
Jun 12, 2017, 12:43:03 PM

How are you wasting production? why do you need to increase the pop when you still have improvements to build?

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7 years ago
Sep 29, 2017, 11:01:29 PM
Devils wrote:

How are you wasting production? why do you need to increase the pop when you still have improvements to build?

Typically, when you produce a building that doesn't utilize the full production of a system, the remaining production is made into a surplus, which can be later applied to another building. But in the case that you want to build two Machine Embodyments in a row, that surplus won't make the second one build any faster, since it will only take one turn anyway. So if you want to crank out Machine Embodyments in a system, you only need a system with just enough production to build them in one turn. Any more than that and you will be floating surplus pools around. An interesting experiment (which I have not tried) would be to see if you can stack surplus pools. For example, queue up 5 Machine Embodyments and then see if the next building you make (a wonder or something) is using the surplus value of all 5 or just the latest one. 


In answer to your second question, Machine Embodyments are incredibly strong. Not only do they provide +5 industry, +5 science and +5 influence, they also increase the yield of the planet. So there are many circumstances (particularly in the early game) when Machine Embodyments are by far the most potent way to spend a systems production. 

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7 years ago
Sep 29, 2017, 11:37:49 PM

Correction: Riftborn population give +5 industry, +5 science and +5 dust.

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