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C# Mechanics / Potential Changes to Shipping Lines
« Last post by Steve Walmsley on Today at 12:37:15 PM »In my current campaign, I am 32 years into a conventional start and I have four shipping lines for the player race. The largest has forty-eight huge colony ships and forty-nine huge freighters, plus numerous smaller ones, and seems to be building a new huge ship every few weeks. The other three shipping lines are considerably smaller.
The number of huge colony ships means that the civs will build up a new colony very quickly and also eat into source populations fairly quickly too.
So I am considering changing how shipping lines work, so they don't become so overwhelming, while trying to retain the flavour. I have a few ideas, such as halving the money received by civilian shipping, changing civilian designs so they are slower, significantly reducing the money for in-system transport, or maybe paying by distance travelled in km rather than transits made or limiting how often new ships can be built.
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.
A more dramatic change would be altering transport for all ships, not just civilians, so less can be transported. That means fewer cargo points and less colonist capacity per ton.
However, I would like to hear other opinions and ideas before deciding how to tackle it.
The number of huge colony ships means that the civs will build up a new colony very quickly and also eat into source populations fairly quickly too.
So I am considering changing how shipping lines work, so they don't become so overwhelming, while trying to retain the flavour. I have a few ideas, such as halving the money received by civilian shipping, changing civilian designs so they are slower, significantly reducing the money for in-system transport, or maybe paying by distance travelled in km rather than transits made or limiting how often new ships can be built.
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.
A more dramatic change would be altering transport for all ships, not just civilians, so less can be transported. That means fewer cargo points and less colonist capacity per ton.
However, I would like to hear other opinions and ideas before deciding how to tackle it.