Aurora 4x

C# Aurora => C# Suggestions => Topic started by: Kaiser on June 19, 2020, 07:51:51 AM

Title: Civilian ships reduction - An idea
Post by: Kaiser on June 19, 2020, 07:51:51 AM
Hi, as far as I know the only way to limit civilian from spamming, slowing down a game is to ban a body or stopping civilian construction from settings,
Alternatively you can delete a ship from the naval panel, however this option looks unrealistic and a bit "cheaty".

So We could implement a system where the player can choose to scrap through his shipyards as many civilian ships as he wants paying a sum to the companies (based on the ship' size or whatever Steve decide).
That way grants the possibility to scrap many civilian ships at once periodically (improving game performance), keeping a certain degree of realism since we do not have to delete magically them.
Title: Re: Civilian ships reduction - An idea
Post by: Droll on June 19, 2020, 08:03:16 AM
There is also a game setting "disable civilian construction" that will prevent civies from making more ships.
Title: Re: Civilian ships reduction - An idea
Post by: d.rodin on June 19, 2020, 08:36:52 AM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
Title: Re: Civilian ships reduction - An idea
Post by: liveware on June 19, 2020, 11:05:57 AM
I just leave civilian shipping lines disabled and RP a command economy. I don't like how the civilians steal/waste TN minerals.
Title: Re: Civilian ships reduction - An idea
Post by: misanthropope on June 19, 2020, 11:12:30 AM
every time a civilian company's annual income doubled (starting from some predefined threshold), that company could unlock a new size, double the existing largest size, and then cease to build the current smallest size of the various flavors of ships. 

this would tend to cause civ companies' rosters to stabilize in count (though not in capacity) over time.
Title: Re: Civilian ships reduction - An idea
Post by: alex_brunius on June 20, 2020, 09:04:38 PM
What a wonderful coincidence someone having the nick "Kaiser (https://en.wikipedia.org/wiki/Kaiser_Shipyards)" would be having an issue with too many civilian merchant ships  ;D
Title: Re: Civilian ships reduction - An idea
Post by: SpikeTheHobbitMage on June 20, 2020, 11:17:09 PM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.

I just leave civilian shipping lines disabled and RP a command economy. I don't like how the civilians steal/waste TN minerals.
CMCs won't spawn on any body that you have a colony on, even if that colony is empty.  Admittedly a bit micro-managy, but it is an alternative.

every time a civilian company's annual income doubled (starting from some predefined threshold), that company could unlock a new size, double the existing largest size, and then cease to build the current smallest size of the various flavors of ships. 

this would tend to cause civ companies' rosters to stabilize in count (though not in capacity) over time.
Large ships won't take small orders.  Eliminating small freighters and colonizers could cause problems with colonization.
Title: Re: Civilian ships reduction - An idea
Post by: Froggiest1982 on June 21, 2020, 01:18:39 AM
I just leave civilian shipping lines disabled and RP a command economy. I don't like how the civilians steal/waste TN minerals.

The problem with this is that currently the trade goods are available to pick up only from civilian companies. If Steve could for instance open trade to player freighters a player could designate an admin command called trade and get the freighters to automate and act as civilians (could be done through a flag called civilian same as tanker or supply ships). This would sort everything once and for all.

The trade off is that you'll have to use your own fuel and minerals to support the economy, but I think it is realistic more in this way than civilians just randomly spawn up.
Title: Re: Civilian ships reduction - An idea
Post by: liveware on June 21, 2020, 01:25:39 AM
I just leave civilian shipping lines disabled and RP a command economy. I don't like how the civilians steal/waste TN minerals.

The problem with this is that currently the trade goods are available to pick up only from civilian companies. If Steve could for instance open trade to player freighters (could be done through a flag called civilian same as tanker or supply ships) a player could designate an admin command called trade and get the freighters to automate and act as civilians. This would sort everything once and for all.

The trade off is that you'll have to use your own fuel and minerals to support the economy, but I think it is realistic more in this way than civilians just randomly spawn up.

For fear of sounding like a dictator:

Command economy. Don't care. Has no impact on political stability.

Mass driver can move minerals efficiently and a few fuel harvester ships are quite sufficient to move fuel around the empire. A few cargo ships are useful for expansionary purposes and for moving minerals to industrial hubs.

I do better without a civilian economy than with one. I guess I am am evil %uD83D%uDE08
Title: Re: Civilian ships reduction - An idea
Post by: Froggiest1982 on June 21, 2020, 01:28:18 AM
I just leave civilian shipping lines disabled and RP a command economy. I don't like how the civilians steal/waste TN minerals.

The problem with this is that currently the trade goods are available to pick up only from civilian companies. If Steve could for instance open trade to player freighters (could be done through a flag called civilian same as tanker or supply ships) a player could designate an admin command called trade and get the freighters to automate and act as civilians. This would sort everything once and for all.

The trade off is that you'll have to use your own fuel and minerals to support the economy, but I think it is realistic more in this way than civilians just randomly spawn up.

For fear of sounding like a dictator:

Command economy. Don't care. Has no impact on political stability.

ahahah

I understand. Personally I dont mind they way it is now it has never bothered me tbh. But you know you'll always have the random 2 or 3 post a week talking about either slow downs or limiting civs etc.

Could be good to have an option available for the players who are wanting or willing to remove this part.

Hell, I might try that once just for a change :)
Title: Re: Civilian ships reduction - An idea
Post by: d.rodin on June 21, 2020, 07:26:01 AM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.


Yes, they use tech what race has researched and use 10% power engines.

Quote
Agron Huge F12 class Freighter      177 830 tons       175 Crew       1 013.2 BP       TCS 3 557    TH 6 400    EM 0
1799 km/s      Armour 1-281       Shields 0-0       HTK 116      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Agron P640.0 Civilian Drive (10)    Power 6400    Fuel Use 0.01%    Signature 640    Explosion 1%
Fuel Capacity 5 000 Litres    Range 40.5 billion km (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

1800km/s at Plasma Core AM Drive Tech.
It results in 100+ days of travel between 2 of my sectors (5 jumps in total).

Increase engine power to 25%, decrease numbers. Less impact on game performance, while same amount of civilian jobs are done.
Title: Re: Civilian ships reduction - An idea
Post by: Gram123 on June 21, 2020, 07:29:37 AM
This is quite interesting i always have to few civilians. So I really, really, miss the option to subsidize them to get more.

Guess that depends on the starting settings and play style. 
Title: Re: Civilian ships reduction - An idea
Post by: Jorgen_CAB on June 21, 2020, 07:40:45 AM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.


Yes, they use tech what race has researched and use 10% power engines.

Quote
Agron Huge F12 class Freighter      177 830 tons       175 Crew       1 013.2 BP       TCS 3 557    TH 6 400    EM 0
1799 km/s      Armour 1-281       Shields 0-0       HTK 116      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Agron P640.0 Civilian Drive (10)    Power 6400    Fuel Use 0.01%    Signature 640    Explosion 1%
Fuel Capacity 5 000 Litres    Range 40.5 billion km (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

1800km/s at Plasma Core AM Drive Tech.
It results in 100+ days of travel between 2 of my sectors (5 jumps in total).

Increase engine power to 25%, decrease numbers. Less impact on game performance, while same amount of civilian jobs are done.

While increasing the engine power seem like a good idea that is only because there are no fuel issues for the civilians that you see. The reason why they use the most fuel efficient engines are for role-play purposes as the game don't model fuel costs for civilians.

So arbitrarily increasing it might perhaps not be the best solution. You as a player could prevent them using better engines by not researching the technology though if you yourself don't use it.

At the same time I do understand the frustration that they could be more efficient.

In my opinion civilians should consume resources as well as civilians consuming fuel even if it should be in more abstracted formats, then it would make sense that the ships uses the most fuel efficient engines.

There might also be some more optimisation that could be done to how civilians operate in the code as well, but I leave that up to Steve to figure out. That might be from how they work to how the code is structured.
Title: Re: Civilian ships reduction - An idea
Post by: Droll on June 21, 2020, 09:43:48 AM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.


I think in the very long term the only way for civies to scale well into long campaigns is to completely abstract away civilian shipping into trade routes and redesign piracy around that. As long as every civilian ship is modelled then there will alsways be a large performance drain.

It the reason why something like stellaris uses "trade value" and trade routes. The key is to abstract without reducing depth/functionality.

Yes, they use tech what race has researched and use 10% power engines.

Quote
Agron Huge F12 class Freighter      177 830 tons       175 Crew       1 013.2 BP       TCS 3 557    TH 6 400    EM 0
1799 km/s      Armour 1-281       Shields 0-0       HTK 116      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Agron P640.0 Civilian Drive (10)    Power 6400    Fuel Use 0.01%    Signature 640    Explosion 1%
Fuel Capacity 5 000 Litres    Range 40.5 billion km (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

1800km/s at Plasma Core AM Drive Tech.
It results in 100+ days of travel between 2 of my sectors (5 jumps in total).

Increase engine power to 25%, decrease numbers. Less impact on game performance, while same amount of civilian jobs are done.

While increasing the engine power seem like a good idea that is only because there are no fuel issues for the civilians that you see. The reason why they use the most fuel efficient engines are for role-play purposes as the game don't model fuel costs for civilians.

So arbitrarily increasing it might perhaps not be the best solution. You as a player could prevent them using better engines by not researching the technology though if you yourself don't use it.

At the same time I do understand the frustration that they could be more efficient.

In my opinion civilians should consume resources as well as civilians consuming fuel even if it should be in more abstracted formats, then it would make sense that the ships uses the most fuel efficient engines.

There might also be some more optimisation that could be done to how civilians operate in the code as well, but I leave that up to Steve to figure out. That might be from how they work to how the code is structured.
Title: Re: Civilian ships reduction - An idea
Post by: wedgebert on June 21, 2020, 10:24:50 AM
What if Civilian ships were abstracted away unless there was a hostile contact? The ships could exist as a series of steps, each step having containing a start point and time, destination point and time, and cargo. Each sub-pulse, the game would only have to evaluate the ships that have a destination time in the past (or every near future?)

So you a freighter might have
From Earth (2052/02/01 15:00:20) | To Mars (2052/03/15 08:30:20) | With 2 mass drivers

Then, those 2 mass drivers are deducted from Earth's inventory and the freighter doesn't need to have any processing time until 2052/03/15.

If a hostile contact arises, some simple linear interpolation can be used to determine where to instantiate the ships. So if it's 2052/03/01, that's (roughly speaking) 2/3 of the required travel time, so just pick a point 66% of the way between the start and destination and add the ship there. Any discrepancy based on orbital mechanics or whatever can be chalked up to the the less precise nature of civilian captains. Once the hostile threat is gone, the ship can disappear back into abstract land with a new start point of its current location.

With a system like this, there's much less overhead for ships in transit, just some date checks. Naturally things would slow down when the ships became real again, but we're used to that.

 

Title: Re: Civilian ships reduction - An idea
Post by: misanthropope on June 21, 2020, 10:58:54 AM
spike

even at the very beginning of the game, there isnt an important order which is too small for a large freighter. 

conceivably, at some point your haulers are so big that none of them would be willing to be bothered moving a research installation (!), but that's pretty darn far down the line, and not difficult to prevent. 

even on day 1, if you had to move colonists in increments of 100k, i honestly don't see a problem, and the small freighters wouldn't disappear until your economy has grown substantially.  the "dump more colonists than infra supports" problem would be really no bigger or smaller, given the tendency of big clusters of freighters to independently arrive at identical conclusion. 

it might be you want to tie freighter size to total imperial population (i guess, have it limited by both corporate income and total imperial pop, so new corporations arent priced out of the market), but that's an easy kind of tuning decision.  the crux of the civ problem is that as it stands, a freighter represents a rapidly decreasing individual significance to gameplay, and an increasing burden of decision-making on the AI.  gravitating to bigger hulls over time is clearly called for, whatever the exact implementation. 

Title: Re: Civilian ships reduction - An idea
Post by: liveware on June 21, 2020, 12:27:06 PM
Probably better to have civilian freighter size tied to total empire volume of trade goods rather than total empire population. Colony ship size should probably be related to total volume of passenger demand. Maybe a calculation similar to (total colony pop capacity - total colony pop destinations) / total colony pop would give a useful estimate of total passenger demand.

This would scale naturally with empire size as larger empires would presumably have larger demand for large amounts of passengers and trade goods.
Title: Re: Civilian ships reduction - An idea
Post by: skoormit on June 21, 2020, 12:59:44 PM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.


Yes, they use tech what race has researched and use 10% power engines.


They do not always use 10% power engines.
They use the lowest engine power modifier that their race has researched.
Title: Re: Civilian ships reduction - An idea
Post by: SpikeTheHobbitMage on June 22, 2020, 11:39:27 AM
Right now civilian ships design uses 10% power engines. Possible easiest solution : increase engine power to 25%, decrease spawn rate 2,5 times. There will be 2,5 times less civilians while doing same amount of job.
They use whatever engine tech their attached race has researched.


Yes, they use tech what race has researched and use 10% power engines.

Quote
Agron Huge F12 class Freighter      177 830 tons       175 Crew       1 013.2 BP       TCS 3 557    TH 6 400    EM 0
1799 km/s      Armour 1-281       Shields 0-0       HTK 116      Sensors 0/0/0/0      DCR 1      PPV 0
MSP 3    Max Repair 50 MSP
Cargo 125 000    Cargo Shuttle Multiplier 20   
Lieutenant Commander    Control Rating 1   BRG   
Intended Deployment Time: 3 months   

Agron P640.0 Civilian Drive (10)    Power 6400    Fuel Use 0.01%    Signature 640    Explosion 1%
Fuel Capacity 5 000 Litres    Range 40.5 billion km (260 days at full power)

This design is classed as a Commercial Vessel for maintenance purposes

1800km/s at Plasma Core AM Drive Tech.
It results in 100+ days of travel between 2 of my sectors (5 jumps in total).

Increase engine power to 25%, decrease numbers. Less impact on game performance, while same amount of civilian jobs are done.

While increasing the engine power seem like a good idea that is only because there are no fuel issues for the civilians that you see. The reason why they use the most fuel efficient engines are for role-play purposes as the game don't model fuel costs for civilians.

So arbitrarily increasing it might perhaps not be the best solution. You as a player could prevent them using better engines by not researching the technology though if you yourself don't use it.

At the same time I do understand the frustration that they could be more efficient.

In my opinion civilians should consume resources as well as civilians consuming fuel even if it should be in more abstracted formats, then it would make sense that the ships uses the most fuel efficient engines.

There might also be some more optimisation that could be done to how civilians operate in the code as well, but I leave that up to Steve to figure out. That might be from how they work to how the code is structured.
Civilians using TN materials would eliminate the primary reason for having them.  They would simply be too expensive to ever allow.

spike

even at the very beginning of the game, there isnt an important order which is too small for a large freighter. 

conceivably, at some point your haulers are so big that none of them would be willing to be bothered moving a research installation (!), but that's pretty darn far down the line, and not difficult to prevent. 

even on day 1, if you had to move colonists in increments of 100k, i honestly don't see a problem, and the small freighters wouldn't disappear until your economy has grown substantially.  the "dump more colonists than infra supports" problem would be really no bigger or smaller, given the tendency of big clusters of freighters to independently arrive at identical conclusion. 

it might be you want to tie freighter size to total imperial population (i guess, have it limited by both corporate income and total imperial pop, so new corporations arent priced out of the market), but that's an easy kind of tuning decision.  the crux of the civ problem is that as it stands, a freighter represents a rapidly decreasing individual significance to gameplay, and an increasing burden of decision-making on the AI.  gravitating to bigger hulls over time is clearly called for, whatever the exact implementation.
Infrastructure.  Even a small freighter has a minimum order of 10 units.  Large freighters have minimum orders that can easily exceed what a small colony supplies or requests.  Large colonizers also move too many people at once when seeding high cost worlds.  This is especially painful when dealing with LG worlds.
Title: Re: Civilian ships reduction - An idea
Post by: Jorgen_CAB on June 22, 2020, 03:57:19 PM
Civilians using TN materials would eliminate the primary reason for having them.  They would simply be too expensive to ever allow.

I don't think that needs to be the case as it would be a different mechanic. i would not be so quick to judge something before there is a general idea how it would work.

In my opinion all civilian population should consume some TN materials all the time, it they don't get enough there can be some wealth issues. I'm more interested in the simulation of the civilian part of the economy and how that can force problems and decisions on the players general expansion and strategy.

In my opinion obstacles usually leads to interesting choices rather than just progressive advancement. That is why I think that allowing civilian population and civilian freighter lines to consume resources is a good idea.

It obviously would need to be balanced with other incomes and also how wealth in general work. But I think that reverting back to the population generating wealth if it also require resources would be better than the current situation. We also should be able to influence to some degree how much workforce we want to use out of the population. The more of the population we use for governmental production the less wealth we will generate. We also could eliminate the financial buildings entirely as well and have the civilian population generate all the wealth.

You can even role-play a hive mind that way, the civilians just are the general drone population that generate the wealth as wealth is not really a defined resource.

You then would see populations service industry to be the one that generate wealth and the more population you use for construction the less wealth that particular colony will generate. If you use too much of the service industry you will eventually get morale problems. So you would still be limited to how many people you can use for governmental industry it just would be more or a soft cap.

Civilian shipping lines would be a very important cog in the trade between colonies. If trade is not performed you would get negative wealth income from those worlds... perhaps a world could then suffer from wealth income between say 5-100% depending on how much of its trade with other colonies it can satisfy. This would also "fix" conventional starts as the wealth income on the home planet are pretty limited at the start with a very low efficiency, although the home planet of any race could have a higher lowest cap of efficiency. The efficiency would also effect the consume of resources for the civilians as well so as when wealth efficiency rise so does the colonies need for resources.

The game need "in my opinion" more sources like MSP, fuel and the like drainage to make planning giving you even more decisions on what to focus on and how.

You now could not ignore the civilians as you need them. Although I also think that under such a system the player should have a governmental civilian company where you can add ships that you construct yourself if you don't want civilians to spawn by themselves.
Title: Re: Civilian ships reduction - An idea
Post by: SpikeTheHobbitMage on June 22, 2020, 04:38:59 PM
Civilians using TN materials would eliminate the primary reason for having them.  They would simply be too expensive to ever allow.

I don't think that needs to be the case as it would be a different mechanic. i would not be so quick to judge something before there is a general idea how it would work.

In my opinion all civilian population should consume some TN materials all the time, it they don't get enough there can be some wealth issues. I'm more interested in the simulation of the civilian part of the economy and how that can force problems and decisions on the players general expansion and strategy.

In my opinion obstacles usually leads to interesting choices rather than just progressive advancement. That is why I think that allowing civilian population and civilian freighter lines to consume resources is a good idea.

It obviously would need to be balanced with other incomes and also how wealth in general work. But I think that reverting back to the population generating wealth if it also require resources would be better than the current situation. We also should be able to influence to some degree how much workforce we want to use out of the population. The more of the population we use for governmental production the less wealth we will generate. We also could eliminate the financial buildings entirely as well and have the civilian population generate all the wealth.

You can even role-play a hive mind that way, the civilians just are the general drone population that generate the wealth as wealth is not really a defined resource.

You then would see populations service industry to be the one that generate wealth and the more population you use for construction the less wealth that particular colony will generate. If you use too much of the service industry you will eventually get morale problems. So you would still be limited to how many people you can use for governmental industry it just would be more or a soft cap.

Civilian shipping lines would be a very important cog in the trade between colonies. If trade is not performed you would get negative wealth income from those worlds... perhaps a world could then suffer from wealth income between say 5-100% depending on how much of its trade with other colonies it can satisfy. This would also "fix" conventional starts as the wealth income on the home planet are pretty limited at the start with a very low efficiency, although the home planet of any race could have a higher lowest cap of efficiency. The efficiency would also effect the consume of resources for the civilians as well so as when wealth efficiency rise so does the colonies need for resources.

The game need "in my opinion" more sources like MSP, fuel and the like drainage to make planning giving you even more decisions on what to focus on and how.

You now could not ignore the civilians as you need them. Although I also think that under such a system the player should have a governmental civilian company where you can add ships that you construct yourself if you don't want civilians to spawn by themselves.
Mineral crunch is already a problem.  This would make Aurora unplayable, especially conventional slow starts.
Title: Re: Civilian ships reduction - An idea
Post by: Jorgen_CAB on June 22, 2020, 05:52:14 PM
Civilians using TN materials would eliminate the primary reason for having them.  They would simply be too expensive to ever allow.

I don't think that needs to be the case as it would be a different mechanic. i would not be so quick to judge something before there is a general idea how it would work.

In my opinion all civilian population should consume some TN materials all the time, it they don't get enough there can be some wealth issues. I'm more interested in the simulation of the civilian part of the economy and how that can force problems and decisions on the players general expansion and strategy.

In my opinion obstacles usually leads to interesting choices rather than just progressive advancement. That is why I think that allowing civilian population and civilian freighter lines to consume resources is a good idea.

It obviously would need to be balanced with other incomes and also how wealth in general work. But I think that reverting back to the population generating wealth if it also require resources would be better than the current situation. We also should be able to influence to some degree how much workforce we want to use out of the population. The more of the population we use for governmental production the less wealth we will generate. We also could eliminate the financial buildings entirely as well and have the civilian population generate all the wealth.

You can even role-play a hive mind that way, the civilians just are the general drone population that generate the wealth as wealth is not really a defined resource.

You then would see populations service industry to be the one that generate wealth and the more population you use for construction the less wealth that particular colony will generate. If you use too much of the service industry you will eventually get morale problems. So you would still be limited to how many people you can use for governmental industry it just would be more or a soft cap.

Civilian shipping lines would be a very important cog in the trade between colonies. If trade is not performed you would get negative wealth income from those worlds... perhaps a world could then suffer from wealth income between say 5-100% depending on how much of its trade with other colonies it can satisfy. This would also "fix" conventional starts as the wealth income on the home planet are pretty limited at the start with a very low efficiency, although the home planet of any race could have a higher lowest cap of efficiency. The efficiency would also effect the consume of resources for the civilians as well so as when wealth efficiency rise so does the colonies need for resources.

The game need "in my opinion" more sources like MSP, fuel and the like drainage to make planning giving you even more decisions on what to focus on and how.

You now could not ignore the civilians as you need them. Although I also think that under such a system the player should have a governmental civilian company where you can add ships that you construct yourself if you don't want civilians to spawn by themselves.
Mineral crunch is already a problem.  This would make Aurora unplayable, especially conventional slow starts.

Why?!?

You just would have to balance some of the other part of the game to account for it.

The thing is that the game need more things that stop exponential growth that some part of the game have. There need to be a few more areas of resource sinks.

I play exclusively very slow conventional starts and I don't agree that there would be any problem at all if balanced properly.
Title: Re: Civilian ships reduction - An idea
Post by: QuakeIV on July 01, 2020, 01:02:11 AM
It would not remove the reason for having the civilians, because I would absolutely put my own ships under civilian style auto management some of the time if I could.

I think it would be reasonable (reasonable from a gameplay perspective, it would take unknown amounts of work to actually implement) to be able to sell minerals to the civilian sector for wealth, in addition to allowing the civilian mining complexes to pump TN minerals into the civilian sector for them to then fabricate into ships.  For that matter, it would be kindof cool if you could sell access to your shipyards to the civilian sector to let them build their ships, in exchange for money.