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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by kyonkundenwa on Today at 07:41:05 PM »I would like to see some deviation from the 1:1 freighter:colonist transport. I like civilians moving around doing stuff but what normally happens is I start marking colonies as "stable" to keep the growing fleets from draining the population sources and then the colonist fleet sits largely idle somewhere while the freighters keep moving trade goods, but the shipping company keeps manufacturing colonist ships (just in case?). That just makes the problem worse later when I open up a destination and suddenly millions and millions of colonist capacity gets directed to a single location.
I would personally be content with just a different set ratio, such as 2:1 or 3:1, but there are probably better solutions that would make everybody happy. Maybe the company occasionally checks for idle vessels and scraps one, and then at the same time launches a vessel of the other type. Or when it's time to construct a new vessel the company checks how much money it made in the last year on colonist vs freight transport and builds whichever type made more money (with some chance to build the other type anyway, lest the system run away fully to one type or another).
Also I think colonist transport shouldn't generate tax money for the player. It doesn't make sense that I accidentally tell 50 million people to move to Mars, getting paid the whole time, and then when I realize my mistake and have them move back to Ganymede to work in the mines I get paid again.
I would personally be content with just a different set ratio, such as 2:1 or 3:1, but there are probably better solutions that would make everybody happy. Maybe the company occasionally checks for idle vessels and scraps one, and then at the same time launches a vessel of the other type. Or when it's time to construct a new vessel the company checks how much money it made in the last year on colonist vs freight transport and builds whichever type made more money (with some chance to build the other type anyway, lest the system run away fully to one type or another).
Also I think colonist transport shouldn't generate tax money for the player. It doesn't make sense that I accidentally tell 50 million people to move to Mars, getting paid the whole time, and then when I realize my mistake and have them move back to Ganymede to work in the mines I get paid again.