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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Today at 01:05:42 PM »
Exactly like that!  ;D

Although (IMO) it'd be better if Steve integrated that functionality into the game itself, so we don't have to use a 3rd-party solution.

Maybe build it into the events tab - clicking on an event will let you change the text/background color (as now), and if it does/doesn't cause interrupts.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 12:37:49 PM »
...a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.

Like this?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by AlStar on Today at 08:49:35 AM »
It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
To build on this, a screen that lists all events, and has a checkmark for "does this stop time? y/n" would be ideal (although probably a lot more work than I'd expect.)

Even better if the screen lets us import/export our preferred interrupts.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by vorpal+5 on Today at 08:02:40 AM »
I can check, but it was more than one year ago and the longest travel time is 4 months. And still, it would not explain the 'freeze' on current AM count when producing an extra 0.2

Attach your DB if you like. I'll send my SQL Raiders to find the missing 0.2 automines.
Thanks, but it's okay. No fuss, I moved past this point. I edited the database to change the 8.8 facilities on Earth to 9, and everything is happily humming along now.
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by vorpal+5 on Today at 08:00:50 AM »
And on the contrary (sorta...) entering overhaul will halt the time interval. Is it that important?
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C# Suggestions / Re: Suggestions Thread for v2.4.0
« Last post by skoormit on Today at 06:42:34 AM »
The Shore Leave Complete event does not stop auto-turns.
Usually, that is my preference.
Sometimes, though, I am waiting for a ship to complete shore leave before I give further orders.

It would be nice to be able to toggle a checkbox on the fleet orders screen to control if finishing shore leave stops auto-turns.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by alex_brunius on Today at 02:33:12 AM »
3) Dividends replaced by an admin overhead that increases in percentage terms based on the number of ships.
Wouldn't this just leads to more shipping lines instead if larger ones are punished?
(unless you with "number of ships" mean the total number of civilian shipping in the empire)
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by alex_brunius on Today at 02:21:13 AM »
Changing the growth rate/profit alone seems like not a great fix. That just means it will take longer for civilians to get out of hand. Unless you make them grow slower than your empire, in which case they'll stay permanently irrelevant.

So civilian shipping lines need to be limited. This limit needs to be with reference to the size of your empire, else civilians will be too good for small empires and too weak for large empires. The problem, such as it is, is that civilians are an exponential snowball of something for nothing. They do stuff you want, give you money rather than cost anything, and grow based on how awesome they were for you already. I think that instead of capping the "something", you should cap the "for nothing".

I think you already have the tool you need. IIRC colonies produce a finite amount of trade goods, based on their size. With tweaking amounts + profits, this provides a natural cap on the profit that can be made by shipping trade goods.

Cap luxury transport desire the same way--a finite amount desired for a population of a given size.

Cap colonist transport the same way. Maybe some tiny fraction of a colony's population wants to move to a different world (badly enough to pay for it) in a given year. Optionally, let the empire pay to have civilian ships move colonists beyond this limit. A simple checkbox for "subsidize colonist transport" would seem to be good enough.

After reading through the thread I really like the core of this elegant suggestion the most. Almost all other suggestions are in one way or another artificial, hardcapped or manual ways to try to balance civilian shipping which I don't think have the potential to be either as elegant, dynamic or as effective in the long run. This also removes any need of limiting number of shipping lines as when colony demand is the limiting factor 200 lines with 1 ship or 1 line with 200 ships both will provide the same service and the limitation automatically targets total tonnage/time that can be shipped, and if people are exploiting a planet-moon connection then the demand will simply be met very quickly with a very low number of ships.

This suggestion should also require very little changes to code, but mostly theoretical calculations and balance testing.


By scaling the income potential of tradegoods, colonist travel demand and luxury/passenger transports to the size of the colonies there is a built in "cap" to the system of how profitable shipping lines can become. Essentially when they reach the number of ships needed to fill 100% of the demand any addition ships will contribute no more profit (unless you as a player want to pay for additional tasks beyond this).

Another REALLY positive bonus to this is that it ensures that after enough time has come to have your shipping lines be in balance with demand they should be spread out and cover the shipping needs of the empire meaning you have all types of shipping available (and in need of protection from threats) wherever you have colonies, and not just on a few routes with the current "near infinite" demand.


If the issue is that people want to play with multi billion sized population colonies that still could see shipping lines with thousands of ships ofcourse to cover such a large demand, then it could be fairly easy to lower the demand past certain pop levels through diminishing returns (similar to pop growth) to make the shipping line numbers more manageable. There would still be hundreds of ships, but it would make sense to have a large civilian shipping sector  for such massive empires.

Together with a bit better logic to ensure shipping lines deploy the correct size of ships (Small, Regular, Huge) both when building new and when deciding what demand to fill I feel confident this solution would be great.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by nuclearslurpee on Yesterday at 10:24:27 PM »
Just had a Stablization Ship fly through to a system with a different flag controlled race with the exclude alian controlled flag ticked on the ship.

This had happned before in this game, but I thought I had made a mistake. Seems this bug is still turning up somehow.

Doesn't help they let Swarm out of the system.

The "Exclude Alien Controlled" toggle only affects autoroute orders, it will not influence standing orders nor will it prevent the player from issuing an order which would send the ship into alien-controlled systems.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Marski on Yesterday at 09:49:48 PM »
Another option is replacing dividends with a percentage maintenance payment, which is modified by an admin overhead that increases as the number of ships increases - effectively limiting the rate at which a shipping line can increase in size.
I vote this
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