Posted by: SpaceMarine
« on: June 28, 2020, 02:33:36 PM »Do civilians build jump-capable freighters and colony ships?
No, civilians can only use jump stabilised points they cannot use jump tenders and they do not make their own jump vessels
Do civilians build jump-capable freighters and colony ships?
That is what I suspected. Thank you. Aurora tries to keep the number of freighters and colonizers equal, which means they overproduce colonizers. I'll need to watch them to see if they have the same buggy decommission logic for excess colonizers as well.Real companies don't build more ships if they have some running idle, that surplus money should go to dividends, and new entrants don't try to break in to saturated markets if they want to succeed.I have a question for those experiencing too many civilians, as I have yet to have an empire last long enough for that in C#, but are those civilian ships actually working or are they sitting idle? In the former case I would say WAI, but in the latter I would consider it a bug. Creating new shipping lines when an empty one exists should also be a bug.
WAI even if idle. You are trying to regulate market. Even if there is a surplus of offer nobody keeps an investor to break into the market. I think they have been created following this model.
I never seen too many ships idle anyway expecially with multiple colonies and trade agreements with Aliens.
There are always goods to move.
I haven't seen many idle civilians in C# either, but I've also never had so many that I've considered turning them off. Those in that situation may be seeing something that we haven't.
Mostly idle ships after a while are colony ships.
I think that civilian shipping should work a bit differently. They should need to pay a maintenance on their ship so if they is no jobs for them their income should go down and they could then "sell" the ships for say half as much as they paid for them.Civilian ships are supposed to age out and be scrapped, and if the line is doing well they are supposed to build larger ships to replace them. I agree that freighters and colonizers are too tightly coupled.
As long as there is jobs and income they are needed... but they should be removed organically if there is not enough jobs for them. They also should have two different economies for freighters and colony ships.
They probably also should focus a bit more on upgrading smaller ships for larger ones after a while rather than just buy new ones.
Those two things could make them spawn less useful ships.
You can manually delete their ships though.I know i can turn of the civilian shiplines but are there any possibility to lower there "grow rate"? i just think its to many shiplines in the start of the game, i only have 1 colony and there are like 7 shiplines and a LOT of ships!
Stop 'feeding' them (i.e. giving them money).
- - - - -
If you turn off commercial shipping lines after game start they won't build any new ships, but existing ships will not disappear and will continue to move trade goods (and attempt to fulfill any contracts you set up.
Real companies don't build more ships if they have some running idle, that surplus money should go to dividends, and new entrants don't try to break in to saturated markets if they want to succeed.I have a question for those experiencing too many civilians, as I have yet to have an empire last long enough for that in C#, but are those civilian ships actually working or are they sitting idle? In the former case I would say WAI, but in the latter I would consider it a bug. Creating new shipping lines when an empty one exists should also be a bug.
WAI even if idle. You are trying to regulate market. Even if there is a surplus of offer nobody keeps an investor to break into the market. I think they have been created following this model.
I never seen too many ships idle anyway expecially with multiple colonies and trade agreements with Aliens.
There are always goods to move.
I haven't seen many idle civilians in C# either, but I've also never had so many that I've considered turning them off. Those in that situation may be seeing something that we haven't.
Real companies don't build more ships if they have some running idle, that surplus money should go to dividends, and new entrants don't try to break in to saturated markets if they want to succeed.I have a question for those experiencing too many civilians, as I have yet to have an empire last long enough for that in C#, but are those civilian ships actually working or are they sitting idle? In the former case I would say WAI, but in the latter I would consider it a bug. Creating new shipping lines when an empty one exists should also be a bug.
WAI even if idle. You are trying to regulate market. Even if there is a surplus of offer nobody keeps an investor to break into the market. I think they have been created following this model.
I never seen too many ships idle anyway expecially with multiple colonies and trade agreements with Aliens.
There are always goods to move.
I have a question for those experiencing too many civilians, as I have yet to have an empire last long enough for that in C#, but are those civilian ships actually working or are they sitting idle? In the former case I would say WAI, but in the latter I would consider it a bug. Creating new shipping lines when an empty one exists should also be a bug.
I know i can turn of the civilian shiplines but are there any possibility to lower there "grow rate"? i just think its to many shiplines in the start of the game, i only have 1 colony and there are like 7 shiplines and a LOT of ships!
Stop 'feeding' them (i.e. giving them money).
- - - - -
If you turn off commercial shipping lines after game start they won't build any new ships, but existing ships will not disappear and will continue to move trade goods (and any attempt to fulfil any contracts you set up.
What do you mean? I had a similar issue, all the shipping line did was transfering new colonists and infrastructure to support the colonists it was shipping, ie. it felt like the civilian economy was self-sufficient even without me setting up contracts to use their own freighters to move things I had manufactured.
I know i can turn of the civilian shiplines but are there any possibility to lower there "grow rate"? i just think its to many shiplines in the start of the game, i only have 1 colony and there are like 7 shiplines and a LOT of ships!
Stop 'feeding' them (i.e. giving them money).
- - - - -
If you turn off commercial shipping lines after game start they won't build any new ships, but existing ships will not disappear and will continue to move trade goods (and any attempt to fulfil any contracts you set up.
I know i can turn of the civilian shiplines but are there any possibility to lower there "grow rate"? i just think its to many shiplines in the start of the game, i only have 1 colony and there are like 7 shiplines and a LOT of ships!