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Posted by: TheDeadlyShoe
« on: March 01, 2012, 06:46:13 AM »

Quote
I also want ancient ships to scrap themselves, and I'd love for civilian industry to band into fleets of like ships, perhaps each line could only have 70 independent task groups-- but those groups could hold an infinite number of ships.  This would reduce pathing requirements in late games.
Civilian task groups will be a necessity for newtonian aurora because of the lack of jumpgates. Hopefully it'll bleed over. 
Posted by: ollobrains
« on: February 27, 2012, 04:54:51 PM »

going off the last few ideas a new building installation trade hub.   U could build it on worlds once they get a certain amount of production - pre defined wealth or whatever built it would act as a base of operations ( build em every 4-5 jumps) and would give cilivian liners etc a place to hub themselves.  Ok got it though spaceports are there to boost loading speeds which speeds up the amount of trade runs the civlian freighters can do
Posted by: Thiosk
« on: February 27, 2012, 04:01:58 PM »

To me, it would seem logical that this should then be the secondary purpose of building a commercial spaceport.  The primary purpose is to increase load and unload speeds for queued civilian ships and the secondary purpose is to be the HQ for new shipping lines launched. 

Number of spaceports built on a planet then becomes the number of civilian lines that can be supported.  If you have a colony 12 jumps out with viable trade opportunities then build a spaceport and civilian industry will found a line and build ships.

(maybe this is how it works and I am naive)

This is not how it works.

The civilian industry is both my favorite-- and least favorite-- part of the game.  I feel like we need any of 3 big improvements:
a) storable paths, similar to the sector assignment screen, that would shorten the amount of pathing searching a civilian ship would have to do.  I feel like civilian spaceport level could increase the "range" in much the same way as sector command level does.

b)  setting headquarters for civ industry in the way you describe, which would give ships a home base to return to if lacking jobs.  This would prevent stagnation of the fleet, because different fleets could have different homes, so goods could still move around.

c)  infrequently-- maybe every 20 construction cycles, for instance-- every stagnant research vessel searches beyond 4 jumps for an available job, and if none is found, path to home base (earth, but would work great if we could assign fleets to headquarters).

Any of these three solutions would, in my opinion, help.

I also want ancient ships to scrap themselves, and I'd love for civilian industry to band into fleets of like ships, perhaps each line could only have 70 independent task groups-- but those groups could hold an infinite number of ships.  This would reduce pathing requirements in late games.

Posted by: xeryon
« on: February 27, 2012, 03:53:42 PM »

To me, it would seem logical that this should then be the secondary purpose of building a commercial spaceport.  The primary purpose is to increase load and unload speeds for queued civilian ships and the secondary purpose is to be the HQ for new shipping lines launched. 

Number of spaceports built on a planet then becomes the number of civilian lines that can be supported.  If you have a colony 12 jumps out with viable trade opportunities then build a spaceport and civilian industry will found a line and build ships.

(maybe this is how it works and I am naive)
Posted by: Beersatron
« on: February 27, 2012, 12:32:49 PM »

once u get to 30-40 systems civlian trade ships seem to hate going to outer colonies theyll happily trade goods between mars and earth if given the chance.

I think a commercial space port might give them a target to trade with and if not maybe it should at some point

They are restricted to only looking for available trade destinations within 4 jumps. Same goes with Supply-Demand contracts, they will only deliver to a destination that is within 4 jumps.

This is a hard restriction set by Steve because of the potentionally exponential nature of pathing between systems.
Posted by: Person012345
« on: February 27, 2012, 12:28:22 PM »

once u get to 30-40 systems civlian trade ships seem to hate going to outer colonies theyll happily trade goods between mars and earth if given the chance.

I think a commercial space port might give them a target to trade with and if not maybe it should at some point
Shorter run = more goods delivered = more profit, that's why they trade the close colonies first I think. If they manage to deliver all the required import for the shorter runs though, they'll probably start making longer runs.
Posted by: ollobrains
« on: February 27, 2012, 03:44:56 AM »

once u get to 30-40 systems civlian trade ships seem to hate going to outer colonies theyll happily trade goods between mars and earth if given the chance.

I think a commercial space port might give them a target to trade with and if not maybe it should at some point
Posted by: Person012345
« on: February 26, 2012, 10:06:48 AM »

Why would those things make a difference?
Posted by: ollobrains
« on: February 26, 2012, 04:04:29 AM »

depends on size of colony, presense of commercial spaceport and i guess other factors
Posted by: Garfunkel
« on: February 25, 2012, 09:45:00 AM »

Yeah, it should be possible. In theory, your civilian line should be able to pick-up trade goods from Aliens A and then ship those goods to Aliens B even if the aliens haven't had contact with each other - as long as they both have granted a trade treaty to you.
Posted by: Marthnn
« on: February 24, 2012, 03:01:07 PM »

Hmmm... Is it possible to have two races that yuo have trade treaty with and have your freighters ship goods between them? It may not even be necessary for the other two races to have a trade treaty or even contact between them.
I don't see why it wouldn't be possible. Your civilian shipping lines probably look for possible destinations with the only criteria that it's accessible for them.
Posted by: metalax
« on: February 24, 2012, 11:31:23 AM »

Hmmm... Is it possible to have two races that yuo have trade treaty with and have your freighters ship goods between them? It may not even be necessary for the other two races to have a trade treaty or even contact between them.
Posted by: Garfunkel
« on: February 24, 2012, 07:41:38 AM »

You need to have a trade treaty with that race for that to happen. So it's possible for both Race A and Race B civilian liners to ship trade goods between all of their colonies or that only one of them can "invade" the others markets.
Posted by: Marthnn
« on: February 21, 2012, 04:06:25 PM »

Civilian contracts are race-dependant. Supply contract, demand contract and civilian freighter all needs to be of the same race.

I seem to remember trade goods can be shipped by a civilian freighter of race A between two of race B colonies. But I'm not 100% sure, anyone can confirm?

Edit : also, the race owning the colony that offers the trade goods receive export taxes, while both the civilian shipping line and its parent race receive shipping income/taxes.
Posted by: Person012345
« on: February 21, 2012, 02:28:27 PM »

Actually, I have a question that's somewhat off topic, but kind of related: Will Civilians deliver contracts between factions, and if so which faction's liner's handle it? Say one faction on a planet put a supply contract up for 10 automines, and a different faction put a demand contract on their mars colony for 10 automines, would civilians do that? And if so, is it the supplier, the consumer or either's lines that handle it?

Also, would one faction's lines handle the trade goods and/or contracts that are exclusively other faction's? I know they'll transfer trade goods between their own faction and another, but would say, America's civilian liner transfer trade goods between the russian colony on earth and the russian colony on mars? Or a russian contract? With trade rights enabled both ways, of course