Post-Colonizing-Stats

## Basics

There are eleven metrics on which a run is graded. For most of these, the calculation is transparent.

* Planetary conditions are 500 for each green condition, 250 for each yellow condition and 0 for each red condition.
* The databases are given at 10x their percentage level, for a score out of 1000 each.

For these six, the score out of 4500 can be calculated immediately after landing. Surviving colonists is calculated twice, once at landing and once at the end. The survivor count is the score, with a maximum of 1000 for each. As such, losses in space are double-deducted in points. The losses sustained on the planet will be generated from the conditions as revealed.

The technology and cultural level are less obvious in their calculations and are covered below.

## Technology Level

The final technology level of your colony is determined by the percentage level of your scientific database, the abundance of resources that is on your colonized planet, and the anomalies on a planet. The value that results from all of this is the tech score.

Rich resources multiply your scientific database percentage by 1, with Poor resources multiplying by 0.7 and no resources by 0.4. If supplemented by a metal-rich moon, poor scales to 0.95 and none scales to 0.85.

High-tech ruins add 10%-30% to your scientific database. Alien observers add 30% or subtracts 30% depending on inclination. Unstable moon subtracts 30%. At lower values of the scientific database there will be additional deductions after the technological level is determined. Conversely, some anomalies may deduct points for the technological or cultural level but it won't damage the database, letting the player keep their database score.

Example: Your ship has 133% scientific data base and the planet has poor resources and an unstable moon. 133\*0.4-30 = 23.2 This will result in the colony having the mesolithic technology level.

Depending on the intactness of your scientific database, even on a planet with poor to no resources, the colonists would still be able to make use of what there is (the final technology level will still significantly drop, however) if the database is sufficiently intact. If your scientific data base is below 70% and the seedship lands on a planet with at least one red stat that colony will die from long-term technological failure.

## Culture

The final culture level of your colony is determined by various aspects: the number of colonists alive after landing, and the intactness of the cultural database. There are many events which impact the cultural database, and the immediate consequence of the cultural level is the relationship towards a planet's natives. Your final technology level will result in different versions of the colonists' culture.

The way this final culture level is calculated is by multiplying the number of colonists by the percent culture you have. Note that outstanding ugliness subtracts 20% from culture. Outstanding beauty adds 20% to culture multiplier only if the culture is less than 100%. It cannot increase culture past 100%, but it calculated this after the cultural database score is locked.

For example, say that you have 776 colonists left and 133% culture. Then, the game multiplies 776\*1.33, and gets a scorer of 1032. This score achieves the "cosmic enlightenment" rank. This will be termed the "equivalent colonists" scale because if you land with more than 1000 colonists, but 100% culture, you still get one level below cosmic enlightenment. The scales go as follows:

*For Post-Singularity, Information Age, and Atomic Age technology levels:*

1000+: Cosmic Enlightenment

901-1000: Post Scarcity Utopia

801-900: Engaged Democracy

601-800: Corrupt Democracy

401-600: Rule by Corporations

201-400: Dystopian Police State

101-200: Warring Superpowers

1-100: Post-Nuclear Wasteland

*For Industrial to Neolithic technology levels:*

1000+: Cosmic Enlightenment

801-1000: Egalitarian Republic

601-800: Benevolent Monarchy

401-600: Oppressive Theocracy

201-400: Slave-Based Empire

1-200: Warring States

*For Mesolithic, Paleolithic, and Pre-Stone Age Technology Levels:*

1000+: Cosmic Enlightenment

801-1000: Collective Rule

601-800: Benevolent Chieftains

401-600: Brutal Chieftains

201-400: Warring Tribes

1-200: Savagery

Because of this, having more culture with less colonists is less effective than having less culture with more colonists (Post-Singularity, 100 colonists with 250% culture gets you to Dystopian Police state (100\*2.5 = 250 colonist equivalents, while Post-Singularity, 770 colonists with (1000/770\*100+1)% culture (131%) is enough to get you to Cosmic Enlightenment, going up 3 culture levels instead of 1). While this does make it seem better to choose unknown system damage rather than sleep chamber losses, damage to the cultural database, landing and construction systems will cause higher potential deductions to the "equivalent colonists" score.

Because of this, it is possible (albeit rare) to get cosmic enlightenment with only friendly relationships with another civilization and a red planet stat (which, assuming an intact construction system, kills 90-170 colonists), as 1000/1.15 (doing the colonist equivalent formula in reverse, assuming getting 15% culture) gets you 870 colonists.

In conclusion, the formula for "equivalent colonists" that you can use the scale above is:

# of colonists \* culture percent/100 = equivalent colonists, but if # of colonists>1000 and culture percent = 100%, then equivalent colonists = 1000.

If you end up getting the dictator through one of the events, and he survives, the colonist equivalent score will be set to 200 regardless of any other factors. Since this happens after the native relations, you can have integrated societies despite having a terrible culture from the dictator.

*For Post-Singularity, Information Age, and Atomic Age technology levels:*

*For Industrial to Neolithic technology levels:*

*For Mesolithic, Paleolithic, and Pre-Stone Age Technology Levels:*

### Native Relations

A friendly relationship with the natives can be attributed to a similar technology level, a non-violent culture of the natives, and a highly intact cultural database. Furthermore, the cultural database receives a boost if a friendly relationship is established with the natives. If a hostile relationship is somehow established with the natives, while your cultural database will remain the same, instead, points are subtracted from your final score.

You might rarely encounter a Neolithic or higher civilization that is planet-spanning, meaning that you will be forced to become immigrants if you choose to establish a colony on that planet. Your technology level will improve theirs if yours is high enough as given by above, but their cultural level will dictate yours. Additional points will be given by the cultural memory of Earth.

Note: There was a formula to calculate whether you'd get integrated societies or not (4% extra culture needed for each technology level), but ever since culture was added to civilization descriptions, it looks like the algorithm has changed.

## Trivia

* The attributes of a planet affect the final living conditions of the colonists. For example, a planet with very low gravity would allow for the construction of towering cities, whereas a planet with very high gravity would force colonists to construct cities that are low and sprawling.