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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Steve Walmsley on Today at 11:59:18 AM »A very interesting discussion so far. I think the consensus is we meed some type of limitation on growth, although there are different ideas for how to achieve that. I think we need something organic though, rather than an artifical limitation such as x ships per colony.
So far, based on the points made, I am considering the following changes.
1) Payment based on distance in km, not transits
2) Fewer colony ships as a percentage of total ships, although perhaps not until 6+ ships built. I might also make the choice of new ship dependent on which ones are being used.
3) Dividends replaced by an admin overhead that increases in percentage terms based on the number of ships.
4) Payments affected by racial wealth multiplier
5) Have a simple retirement limit, such as 20 years, so that new ships are cycled in.
The above should limit lines without appearing to be too artificial, yet still allow some growth and modernization over time
I am tempted to have something like civilian shipyards, or 'build capacity', or some other 'on-map' capability, but it might turn out to be a lot of work without any major gameplay impact. As we will be travelling for the foreseeable future, which means limited programming time, that probably isn't a good time investment.
I won't be implementing anything for a few days though, so happy to listen to the debate.
So far, based on the points made, I am considering the following changes.
1) Payment based on distance in km, not transits
2) Fewer colony ships as a percentage of total ships, although perhaps not until 6+ ships built. I might also make the choice of new ship dependent on which ones are being used.
3) Dividends replaced by an admin overhead that increases in percentage terms based on the number of ships.
4) Payments affected by racial wealth multiplier
5) Have a simple retirement limit, such as 20 years, so that new ships are cycled in.
The above should limit lines without appearing to be too artificial, yet still allow some growth and modernization over time
I am tempted to have something like civilian shipyards, or 'build capacity', or some other 'on-map' capability, but it might turn out to be a lot of work without any major gameplay impact. As we will be travelling for the foreseeable future, which means limited programming time, that probably isn't a good time investment.
I won't be implementing anything for a few days though, so happy to listen to the debate.