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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by nakorkren on Today at 11:31:50 AM »
I agree that the logical way to handle that is with an organic constraint, not a hard limit. My suggestions in rank order:

1. Implement a maintenance cost and track it for each CSL ship-type based on average ship age. Make the decision to retire ships based on the ship-type's profitability (income earned by the ship-type minus cost to build minus accrued maintenance cost). Once a shipping line reaches a certain age (10 years? 20 years?) start check annually whether each ship-type profitability is above a certain level act accordingly. This will naturally cycle out older ships and reduce overcapacity of specific ship-types (because idle ships cost maintenance and earn nothing, so they'll eventually be retired), with very limited computational load.

2. Allow the player to determine (on the wealth tab) how much to tax colonist ship tonnage and cargo ship tonnage (individually). This would give players the flexibility to encourage or discourage growth by giving the CSLs more or less income and hence driving growth (and/or contraction if idea 1 were implemented). This would only require adding two numeric fields on the wealth tab, so hopefully minimal programming work.

3. Can CSLs please be allowed to move minerals based on mineral reserve targets? Moving minerals around manually is one of my least favorite tasks, as it's pure drudge work on a repeating basis that adds little to nothing to enjoyment of the game.

4. Very strongly support the previously mentioned idea of getting more granular colony population controls. Some ideas:
4a. Ability to set TRANSPORTATION target, as in "transport 1m people here" (vs "bring people here until it hits 1M"), because then you don't risk massively overpopulating smaller colonies if your civilian lift capacity is large
4b. Ability to set a min/max target transportation RATE per year, as in "transport 1M people here per year" or "Take no more than 5m people from Earth per year"
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I'm a bit at a loss understanding how I can easily find a commander (in the commander list) when checking a given ground unit or naval officer. The aim here is to check units or ships, find the ones with suboptimal commanders, and then, using the list to the right, find a better one. However, the middle list, when you hover over different units/ships, never updates the list of commanders to the left, so it's not possible to know who is in charge actually!

A very simple addition, if I'm not missing something, would be to list somewhere who is in command when you select an element in the middle list. But right now, you can't know!
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by nuclearslurpee on Today at 08:25:59 AM »
I get that armed civilians would give you that East India Company vibe but for any other type of setting, it would not fit at all. Airlines do not operate fighter jets and Maersk does not own any battleships. I'm strongly against giving civilians the ability to build armed escorts or to put weapons on commercial designs or civilian ships.

Beyond this, it also would not work very well for gameplay. If the civilian ship armaments are not very good, then they're basically useless and just a waste of civilian ships. If the armaments are actually useful, then there's no real need to defend civilians from Raiders if they can do it themselves, so a key new area of gameplay is basically trivialized. Probably best not to do that...
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by Garfunkel on Today at 07:02:57 AM »
For RP purposes, it would be great if a module for a ship could be designed to assign a Scientist and/or Administrator.
How about the ability of any misc component to "house" any type of commander?
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Garfunkel on Today at 07:00:11 AM »
I get that armed civilians would give you that East India Company vibe but for any other type of setting, it would not fit at all. Airlines do not operate fighter jets and Maersk does not own any battleships. I'm strongly against giving civilians the ability to build armed escorts or to put weapons on commercial designs or civilian ships.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Froggiest1982 on Today at 03:25:43 AM »
I'd be interested in seeing civs build more expensive ships, and be reactive to what is going on in the empire, so if Raiders are popping up, maybe they build a light escort or armed freighter, if your empire is doing a lot of terraforming perhaps building those.

I think it's still the military job to keep enemies at bay. There could be many debates (in fact there were already) made over Civvies and Commercial ships being allowed to a small firepower: some suggested a percentage of the tonnage, some others only small calibre weapons, and others were more radical. In the end, it was agreed by most (Steve  ;D )that this part works well as it is.

Revamping Civvies is welcome though, since there were issues with them in VB6 that were only partially solved by the C# version, but I guess nobody is after a complete makeover, at least not at this stage.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by ISN on Yesterday at 06:03:36 PM »
How are systems generated in Known Stars games? The wiki says "The game works through all the stars in order of increasing distance. There is a 20% chance of selecting the nearest star, then if that isn't selected, 20% chance of second nearest star, etc." I think this is from the old VB version, but I haven't seen any posts about changes to this. I ran some tests in a fresh game generating systems from Sol and they seemed to confirm the 20% number. However, in my games I've also seen systems with really distant neighbors, like HIP 31293 in the screenshot. Its neighbors have distances in real space of 54.1, 63.1, and 70 light-years, and as far as I can tell there are hundreds of closer systems that haven't been picked yet. So it seems very unlikely to me that this was generated purely by iterating through the closest systems.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Panopticon on Yesterday at 04:15:41 PM »
I'd be interested in seeing civs build more expensive ships, and be reactive to what is going on in the empire, so if Raiders are popping up, maybe they build a light escort or armed freighter, if your empire is doing a lot of terraforming perhaps building those.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by kks on Yesterday at 03:20:14 PM »
Is there any way to transfer a population to an NPC?
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Kiero on Yesterday at 09:23:42 AM »
Maybe some kind of Cargo / Passangers licence system (that CLS would need to buy), overall (Cargo and Passangers separately) and/or for a specific system?

or
CLS shipyards licence - how many slipways they can have and what ship size they can build?
This one is more complex to predict long therm effects.

That would give CSL some other way of spending money, therefore limit their growth.

Licence would be on overall tonage of CSL for Cargo and Passanger separately and size of a ships allowed in to a system?

Edit: system licence when set up high might result in small high speed luxury passanger ships that would have high cost to produce.
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