So I finally got around to doing something I've wanted to do for a long time now. I had analysed the population growth/death code in Outpost 2 a while back, and had wanted to write a population simulator. I've finally done so. Now, in all the glory that a terminal can display it in, I can calculate the population you would have at any given tick, given the values that determine population growth/death.
I should note that I don't (yet) have a morale simulator, which this is somewhat dependent on, and which would be dependent on other things that can't be simulated quite perfectly. So I basically hacked in a morale setting approximation. I tried a few simple things, like morale decreasing by 5 until 0, where it stayed, and fixing morale at various values, such as 0, 30, 65, 100. I programed in the values from the sheets for each of the 5 morale levels (in particular, the FERT[ility] and DIE rates).
I also get to play around with the number of universities (ok, on/off is all that really matters here), and the number of nurseries, as well as the number of medical centers, and the capacity of the medical centers. The initial population is also setable.
I ran some tests with the initial settings from CES (Colony Eden Starship) and assumed morale started at 50, and droped by 5 on each iteration, which is accurate if you do nothing in that level. I let the simulation go for 150 iterations (which ends at about mark 381), and compared the actual results from doing nothing in the game. The numbers seemed to be right on the whole way through, so the code seems to be good, at least as far as I was able to tell. =)
Results
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After playing with the setting on the simulator, a few things became obvious. The morale level has a big impact on population levels. (No surprise there). For instance, by doing nothing on CES (starting with 26 workers, 13 scientists, and 15 children), it takes until mark 1771 for your population to completely die off (but you'd lose before this). If morale is fixed at 30, so it is one level higher, it will take until mark 3842 for everyone to complete die off. If morale was fixed at 100, it would take until mark 6110. This is without ever building a nursery or university, or any medical centers.
If you built a nursery and university (assumed they were there from the start for simplicity), then by mark 2905 everyone would have died off, provided morale dropped to 0 and stayed there. Under the same conditions, but holding morale steady at 30, by mark 2905 you will have 133 workers, 1 scientist, and 97 kids, and by mark 3169, when all your initial scientists would have died off (assuming you don't train any more), you will have 151 workers, and 109 kids. If instead of managing morale (and holding it way up at 30!) you have instead built a medical center, then by mark 2905 you will have 4 workers and 2 kids, and if you upgraded the medical center, you'd have 10 workers and 4 kids.
Also, if your morale is left to drop to 0, you'd need at least 3 (upgraded) medical centers for your population to grow. If you only have 2 medical centers, your population will decrease down to about 38 and then stay relatively stable. With less than 2 medical centers, your population will go to 0. If the medical centers are not upgraded, then you need at least 4 medical centers to stay alive, and the population will stabalize at about 81, but it will take till about mark 43000 to stabilize there. A bit of a wait.
If morale is held at 100, then all your initial scientists will die off by mark 5043, but if you had a university and a nursery that whole time, you will have 43027 workers, and 43129 children. With an unupgraded medical center, that would be 52581 workers, 1 scientist, and 52763 children. If the medical center was upgraded, it would be 61522 workers, 1 scientist, and 62017 children.
Ok, so morale has a big impact on population growth, everybody knows that. Also, what use are these big numbers? Games don't typically run that long.
Let's look at a more interesting question. How long before a medical center increases your population by enough to run the medical center. Think of it this way, you're paying to run the medical center, by having one less worker and one less scientist available to do other things. How long does it take before the population increase from the medical center is enough to cover the cost of running it.
I'll assume by the point they can build medical centers, they will have stabilized their morale, and I'll just assume morale is 100. I'll also assume the medical center has been upgraded by the time it is built. (and that the morale penalty during the period between when you research it and when you get one up and running is not enough to lower your morale by a full level). If at the point the medical center comes online you have 26 workers, 13 scientists, and 15 children, then you will be ahead by 1 worker and 1 scientists in 120 time marks. But you will only be ahead temporarily, and after 135 marks you will only be ahead by 1 worker, and not ahead at all after 138 marks. After 220 marks, you'll be 2 workers ahead, which will suffice if you've trained 1 into a scientist. But again, this lead is only temporary, lasting a whole 2 marks. It takes until 253 marks to be ahead by 1 worker and 1 scientists again, but is still only temporary, this time lasting about 20 marks. The frequency of these small intervals of the medical center paying for itself increase slowly until we are consistently ahead after 453 marks.
Yes, after 453 marks, the medical center will pay for itself full time! What a useless piece of junk! During those 453 marks, you've lost out on the majority of that time on what you could have researched with that extra scientist, or what you could have produced with that extra worker working elsewhere. You're basically most of 453 marks of time worth of work for 2 colonists short of where your opponents could be. Getting caught up with your now slightly higher population, and also you're now slightly faster rate of growth is going to take additional time. Btw, after 453 marks, the populations will have grown to 56 workers, 10 scientists, and 63 kids without the medical center, and 58 workers, 10 scientists, and 68 kids with the medical center.
So, what I've long suspected, the amount of time to catch up on what you've lost out on by staffing a medical center takes a long time to get caught up on again. Considering the typical length of a game, you're pretty unlikely to see the benefits of a medical center. You pretty much have to be playing a high mark game. It seems like there is no point in building a medical center unless you have the people to spare to run it anyways, but if you have people to spare, why do you need more people? And how critical are a few extra workers in a high mark game? I usually don't find there's a big shortage late game.
But, I suppose this is maybe a little unfair to medical centers. If the morale is fixed to be high, then they do proportionally less to prevent deaths. The different should be more remarkable if morale was low for long periods of time. I don't usually experience this, but I suppose if you're killing "good" buildings in a game with unsteady morale, it might happen. In which case medical centers can keep your population growing instead of heading to 0. If morale is fixed at 0 and you build 1 medical center then aside from a short period of 2 marks, the medical center will be consistently paying for itself after 71 marks. That's not too bad. Plus the difference in population you'll soon have will easily make up for the lost time of those 2 colonists.