OK, now that I've gotten a bit of cash together and I can lay down new resources relatively quickly, I've been populating a few sectors to secure Ore->Goods routes (as my Hull is now big enough that I'm starting to empty the ports I was using and need to alternate) and I wanted to save on buying the 10,000 ore, goods and organics needed to put a base on each new world. Setting my highest population planets to 1% production of Ore and Goods (previously at 0% as I wanted Energy, Fighters and Torps only, plus extra interest!) worked a charm - got enough for 15 planets every 6 minutes. But, oddly, Organics stayed stuck at zero. Tried setting it to 2% production - still nothing. Looking at the FAQ, it should take fewer colonists to produce 1 unit of Organics than it does Ore or Goods, so what's up?
Aye, same thing happened to me. Though it seemed to go away after the population reach an unknown level.
Gee, can't imagine what the problem could be . . . PHP: "organics=organics + GREATEST(((LEAST(colonists, $colonist_limit) * $colonist_production_rate) * $organics_prate * prod_organics / 100.0 * $expoprod) - LEAST(colonists, $colonist_limit) * $colonist_production_rate * $organics_consumption * $expoprod,0)," . "ore=ore + (LEAST(colonists, $colonist_limit) * $colonist_production_rate) * $ore_prate * prod_ore / 100.0 * $expoprod," . "goods=goods + (LEAST(colonists, $colonist_limit) * $colonist_production_rate) * $goods_prate * prod_goods / 100.0 * $expoprod," . "energy=energy + (LEAST(colonists, $colonist_limit) * $colonist_production_rate) * $energy_prate * prod_energy / 100.0 * $expoprod," . "colonists=LEAST(colonists + (colonists - (colonists * $starvation_death_rate)) * $colonist_reproduction_rate * $expoprod, $colonist_limit)," . "credits=credits * $expocreds + (LEAST(colonists, $colonist_limit) * $colonist_production_rate) * $credits_prate * (100.0 - prod_organics - prod_ore - prod_goods - prod_energy - prod_fighters - prod_torp) / 100.0 * $expoprod"