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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Nightstar on Today at 09:19:55 PM »
I can't say I know the civilian mechanics in great detail. And I don't tend to play the long games that are necessary to reach these sorts of issues. But...

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.

Finally, cap shipping line size based on the profit the line earned in the last time period. (or add maintenance costs, or retire civ ships every 20 years or whatever for a similar effect) (are dividends this mechanic already?)

This way civilians will naturally expand to a certain size relative to your empire. Freighters without any trade goods to move won't earn anything, and so won't expand the cap. Ditto colonist transports. They'll grow enough to move around whatever fraction of your population in a given year. Transport beyond that limit will expand to whatever level you're paying for. If that's a lot of colonist transport, that's fine; you're paying for it! Similarly freight capacity can be expanded beyond the natural level by paying them to move installations around, but that's not an actual problem either as long as it costs enough.

Maybe also keep civs from making new ships when they have unused idle ships, even if they have money.

Might want to separate out ship types into different lines, so that a line making lots of money on goods transport doesn't mean lots of colony ships popping up, or vice versa.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by pedter on Today at 08:05:36 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.

To expand on some of your ideas:

Rather than simple source/destination/stable options and the heavy-handed colonist movement that occurs as a result of the massive colony fleets, allowing numeric configuration of a target would be useful, i.e. "source until x mil" and "destination until y mil" options.

Leveraging your idle vessel idea (I agree that nearly lockstep 1:1 should be deviated from):
- Idle vessels could also inform the company's decision of which hull to build as well as scrap so that they never over-build in the first place.
- In a relative sense, if colony ships have a lower percent utilization than freighters, the company could be more likely to build a freighter than a colony ship and more likely to scrap a colony ship than a freighter to balance the two utilizations. No sense building or maintaining ships in a market that's already saturated; better to expand where there's availability.
- In an absolute sense, a low percent utilization could lead to less construction and more scraping while a high percent utilization could lead to more construction and less scraping in an effort to more effectively use the existing tonnage. No need for the company to waste wealth building or maintaining vessels that aren't used.

On an entirely different note, while civilian gas harvesting can be disabled, there are no options to specifically disable civilian mining, civilian cargo, and civilian colony transport. Allowing a finer-grained disabling structure might eliminate some of the issues by removing the cause entirely.
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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.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by pedter on Today at 06:53:12 PM »
When toggling the Lifepods checkbox on in the Naval Organization view, an error pops up and must be cleared in triplicate. I suspect it is attached to a couple of maybe-broken 0-crew lifepods in the same system as the fleet is trying to view (the two lifepods do not show up on the list of contacts, left-hand column, despite Lifepods being checked on). I generated these two lifepods unintentionally when I deleted a test (SM) fleet that contained one carrier and two hangared parasites; while the carrier was deleted, both parasites left a lifepod and a wreck instead of being properly removed.

Edit: the error no longer generates after those two lifepods expired. My money's still on something wrong with those two in particular.

Info dump:
- "2.5.1 Function #773: Object reference not set to an instance of an object."
- Generates from the Naval Organization window in triplicate when checking Lifepods on
- Possibly connected to a pair of empty life pods; see above description and below attached screenshot
- Conventional start
- Real stars
- US decimal and time formats (I have not reconfigured for UK standards)
- Approximately 83 years into the campaign
- Campaign started and running on v2.5.1
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by KriegsMeister on Today at 06:29:09 PM »
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.

At the very least can we get the oft requested reserve/target min/max settings for population, similar to whats already in place for minerals and installations, so that our source colonies aren't perpetually evacuated if left unattended.

Quote from: Steve Walmsley
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.
This would only delay the problem but as the game continues and the shipping lines continue to grow they will inevitably reach a point were they are too good at their jobs again.



I do like the idea of a cap on the number of lines and their ships, but I disagree slightly than what others have suggested on what the cap should be based on. Id like to see it based on # of colonies and their population. Every colony with a minimum of 10mil population can generate a single shipping line company per 1Bil population. So if a line had 50mil it would have have 1 shipping line, 999mil would also have 1 line, but 1,000,000,001 population would get a second and so on. Each Line would get a fixed size and number of ships based on overlapping population increments as well. Some example numbers could be as such: 1 small ship per 10mil pop, 1 medium per 50mil pop, 1 large per 100mil pop, and 1 huge per 200mil pop. Each line would therefor have a maximum cap of 5 huge, 10 large, 20 medium, and 100 small ships, so if an example colony has 567mil pop, it would have 2 huge, 5 large, 11 medium, and 56 small ships. Again, just example numbers and would need to be adjusted based on play testing in determining what # of ships are needed to make the game function, but the neat part is that it continues to grow in direct proportion to your empire so it "shouldn't" lead to an underwhelming civilian sector in the early game nor overbearing civilian sector needing DB culling. There could also be an additional factor taken into account how much the player actually uses its civilian sector. If there's an X number of contracts ordered by the player than the individual lines of the source and destination colonies may increase their number of ships, conversely if the player has few to no contracts than the lines reduce in size.

Decommissioning and replacements could be based on tech levels or probably easier to do strictly age. If I ship reaches X number of years it WILL complete its current shipment, then scrap itself, prompting the line to begin construction of a new one. As well if a population shrinks then so does its shipping line, scrapping the oldest ship at each population increment (which would also help negate source colony exodus).



As a fun additional change, if we were to have a game setting to remove mass drivers, CMC's could also produce shipping lines restricted to small ships in order to export their minerals. It's a fairly common house rule people use, and it would tie in greatly with raiders giving them even more targets of opportunity.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by AlStar on Today at 06:10:18 PM »
I definitely feel that some kind of rebalancing needs to take place - in year 88 of my game, the civilian sector makes up a staggering 81.8% of my economy. (38.8% Shipping Colonists, 25.1% Shipping Trade Goods, 12.1% Passenger Liners, 5.8% Exports.)

It's basically nullified the entire wealth-as-a-resource aspect of the game, since I've got an income 7x as great as my expenditures.
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C# Suggestions / Re: Financial Centers
« Last post by Froggiest1982 on Today at 05:14:02 PM »
The problem is that manufacturing, services, and agriculture are already accounted for in the population.

As has been mentioned, wealth is a rather peculiar concept in Aurora and to some extent merely serves as another means to impose limitations when constructing things.

As a result, it became necessary to somehow generate wealth, especially in VB6 where bankruptcy could occur quite rapidly.

While I would appreciate wealth playing a more significant role in the game, I believe we are approaching the point where it could be considered obsolete.

Moving on to the naming issue, when placed in context, there isn't much remaining to rename these buildings. Many games utilize tax collection centres to emphasize their function in collecting revenue; others associate this with administrative roles, meaning more administration buildings lead to more efficient tax collection and reduced corruption.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Froggiest1982 on Today at 04:56:28 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 problem with all of the above is the snowball effect. At some point, system breaks.

Instead of reducing the growth rate of shipping lines, I'd impose a cap on their size and number. Be it a soft or hard cap. I've made the experience in long games that civilian shipping can grow to massive proportions and obsolete the player economy with the wealth generated via taxes.

Suggestion: Lines pay a minimal amount of dividends/maintenance until they make up 10% of yearly income, and then the maintenance increases exponentially. Say they give up half their income in maintenance and only pay half their taxes if shipping line income makes up 30% of your yearly income, halving again if it reaches 50% etc.

In this scheme all lines would have the same maintenance rate. I don't really see much point in multiple lines (besides flavor), and have also observed that there ends up being a few massive lines and a lot of tiny ones. So I'd just impose a hard cap on the number of lines per race.

That doesn't solve the issue that planet-moon shipping lines are obscenely profitable. Tying the income to distance traveled sounds good. Perhaps with a small fixed component, say 10% of current income, so that these kinds of lines also don't become worthless. Maybe tie it to travel time instead, including loading and unloading?

I'm in agreement with Zap0 on this matter, and have been for a long time. Both he and I engage in lengthy campaigns with multiple factions, and civilian fleets tend to grow excessively, leading to culling as the only solution. However, dealing with 20 or 30 new ships popping up each year adds unwanted micromanagement.

As Zap0 mentioned, I believe there must be a way to limit civilian fleets to a set number of ships, which could even be customizable. I admire the system used to manage population and immigration in Songs of Syx; perhaps you could take a quick look at it.

Regarding the number of shipping lines, once again, I side with Zap0. However, instead of being customizable, I agree that there should be a hard cap. In my opinion, anything between 3 and 5 should suffice.

If the above measures are implemented, wealth becomes irrelevant except for balancing purposes. It will then be necessary to conduct test games to determine the sweet spot for a dividend cap, tax, or any other required balance adjustments.

In conclusion, I believe the proposed solution won't affect players who are content with the current state of civilian management, as they can leave it at 0 (the standard setting for Aurora) and continue enjoying the game as it is. Meanwhile, players engaged in larger campaigns or less interested in civilian aspects can decide how effective they want their civilian navy to be.
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C# Mechanics / Re: Potential Changes to Shipping Lines
« Last post by Jorgen_CAB on Today at 04:49:48 PM »
Consider that civilians just use 50% power reduced engines and keep the higher speeds of those ships. This means less ships built overall as they are more expensive but you will still deliver goods fairly equally in quantity perhaps slightly less. They don't pay for fuel anyway so in some sense the lower powered engines can just result in performance issues later on.

So... restricting civilian companies to 50% power engines would automatically result in less ships built.

In addition to this each company should pay a higher administrative fee the more ships they have. I also think that shorter trips should pay way less dividend for companies in general.
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C# Bug Reports / Re: v2.5.1 Bugs Thread
« Last post by Jeltz on Today at 04:03:34 PM »
Aurora 2.5.1 "vanilla" or not (I usually play with Deep Blue mod), conventional start

Easily reproducible:

- Economics window
- Civilian/Flags tab
- Select the central title row "Installation Type Demanded - Amount - Assigned"
- Press "Edit Demand" button[/li][/list]


a message will be generated: "2.5.1 Function #608: Object reference not set to an instance of an object"

same behaviour if it is selected the empty row below title row

click on OK button: message close and nothing seem wrong but...

.... but after few in game-day I recieved 10 (!) Research Lab without apparently reason (se Event log in attach)

I dont' know if this two things are linked or not, I would tend not to believe it, but it is a quite strange coincidence...

And for me those 10 Reserch Lab are a real mistery...

-J-




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