Aurora 4x
New Players => The Academy => Topic started by: Shadow on April 01, 2011, 01:08:43 PM
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As of a couple game years ago, the majority of the civilian sector's freighters seem to be stuck travelling back and forth between two of my outer colonies (on adjacent systems). Funny thing is they aren't transporting anything on either trip. This is hurting my logistics across the board, since those stupid skippers are ignoring the contracts I set up in favour of their pointless one-jump hops.
The colony ships of the companies seem to be working just fine, so there must be some kind of bug involving interplanetary trade. :-\
Or a pathing issue. But that'd be odd since the two systems in question are respectively 3 and 4 jumps away from Sol, and there's a jumpgate network connecting all of my colonies.
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I've noticed some funny business for civvies as well.
In the shipping lines overview tab, there is a button that lets you clear their orders.
Try that, maybe? I had about 8 freighters that were just sitting at a planet, presumably stuck in an orders loop. I cleared their orders and they slowly started transporting things again.
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I guess I could see if that works. Problem with that feature is that you have to do it one ship at a time, and every time you click on one it takes you to the System Map, so you have to go back to the Shipping Lines window every time. Damn hassle. And the whole civilian sector has close to 200 vessels in service at the moment. :-X
EDIT: I cleared ten freighters, and I'm not noticing any changes...
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I guess I could see if that works. Problem with that feature is that you have to do it one ship at a time, and every time you click on one it takes you to the System Map, so you have to go back to the Shipping Lines window every time. Damn hassle. And the whole civilian sector has close to 200 vessels in service at the moment. :-X
...200?! Wow, you've got a long game. Either that or your civies are way too ship-happy.
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Really? My shipping lines tend to reach insane numbers of ships.
When I played 5.20, a 20 year game had 1 shipping line owning ~180 ships, and launching roughly 6 ships a year.
I had 8 lines total, going all the way down to fresh starters, each owning a proportionally smaller number of ships.
Which puts me at a whopping 800 ships. Give or take a hundred or so.
Might be because I heavily subsidized my lines and used civ. contracts for basically every bit of moving I could get them to do.
It is very nice to put in a contract to move 400 construction factories from X moon to X other moon and have it all enroute in less than a week.
EDIT: My current game at 5th October of the 3rd year, civ lines in total have ~50 ships.
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My game is 28 years after start and I've only got 17 ships and two lines. Though I designed the ships 18 years ago. I did subsidize a decent amount.
Ehh, must be because I made the ships large and expensive. You guys must make your ships pretty small.
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Mine aren't particularly small. My colony ships (http://aurorawiki.pentarch.org/index.php?title=Colony_Ships_(Shadow)) are around 20 kilotons (except a larger design I just finished, which is thrice that), whereas my freighters (http://aurorawiki.pentarch.org/index.php?title=Freighters_(Shadow)) are between 40 and 70 kilotons.
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Huh, my ships are tiny then.
Cargo ships are 38.8 ktons, Colony ships are 21 ktons, Luxury is 17.2 ktons.
Might have too little engines in that case.
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Both my Freighter and Colony Ship are 200,000 tons. The cargo ship can take 175000 (tons?), the colony ship 700000 people. Both go 1000 km/s, but that's on old engines. Their costs are 2646.2 and 9301.2 respectively.
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Huh! Thats crazy. Im thirty years in and barely have established a proper resource base.
If you create intersystem supply demand requirements, will civvies buy jump-capable ships and move stuff about?
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Huh! Thats crazy. Im thirty years in and barely have established a proper resource base.
If you create intersystem supply demand requirements, will civvies buy jump-capable ships and move stuff about?
Fairly certain they only take into account Jumpgates when pathing.
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I tend to standardize my freighters and colony ships to 30ktons exactly, with five cargo holds on the freighters and 10 cryo stores on the colony ships, plus some cargo handling systems and extra fuel. It makes it so I can build my freighters on shipyards tooled for colony ships, so I can just have one shipyard with, say, 10 slipways tooled for colony ships churning out both colony ships and freighters.
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Both my Freighter and Colony Ship are 200,000 tons. The cargo ship can take 175000 (tons?), the colony ship 700000 people. Both go 1000 km/s, but that's on old engines. Their costs are 2646.2 and 9301.2 respectively.
I guess that saves on pathing calculations, but I'm not sure those designs are efficient in other regards. They're terribly slow, and each purchase, at least in the colony ship's case, is a big hit to the civilian lines' wallets. And I'm also guessing they're comparatively spending less than they would on a larger amount of smaller vessels with a similar tonnage. What I mean is that, perhaps, they'd be more inclined to buy ten 20-kiloton ships than one big, 200-kiloton vessel.
I'm 36 years in (started in 2050 with 1500m pop instead of 500m), and my civilian sector has precisely 203 ships in service, massing a total tonnage of 7,407,200.
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How do you people attract such blooming civilian sectors? I've played dozens of games to the 15-20 year in mark and if I'm lucky I'll get 5 civilian ships. And they each do about one trip a month (despite an Earth-Mars trip taking only a days). And then the civilian shipping lines pay out my thousands in subsidies as dividends and never buy anything.
So what am I doing wrong?
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I don't bother building my own freighter fleet in fact. I rarely use my own colony ships and freighters.
Ever since I found the civilians will honour contracts to transport infrastructure to empty colonies, it was a simple matter to colonize with zero government ships.
In fact, I only use government transport for research labs, critical infrastructure, and moving minerals. Colonists... well, leave that to the civvies. I have just a few on repeat to build up population centers away from the homeworld.
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I think building a "blooming civilian sector" is a matter of designing low cost budget ships. The huge 200kton ship is expensive, and the money the civ lines build up to save for the ship could have been in use as a few low cost ships.
During which time, the less efficient low cost ships have long paid for themselves before the huge 200kton ship even gets built.
Like I learnt the hard way in Star Ruler, it's all about economic doubling time. In a long term game like Aurora, you want your doubling time as small as possible, even if you have to start tiny.
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Government-owned colony ships and especially freighters are useful. Sometimes you need something transported ASAP (like minerals to a colony with shortage-halted production), and using your own vessels is generally more reliable.
As for encouraging the development of the private sector, the best thing you can do is create a demand by setting up contracts to ferry facilities and infrastructure within the solar system. Once there's the latter in, say, Mars, they might feel a stronger incentive as they can now also start transporting colonists. Also, don't forget to subsidize the companies a bit. At least enough to allow them to buy a ship or two.
EDIT: I did something that may be fixing my original issue. I SM'd a thousand infrastructure on my outermost colony and set up the necessary contracts to have it transported to Earth. A lot of freighters seem interested in the job!
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Government-owned colony ships and especially freighters are useful. Sometimes you need something transported ASAP (like minerals to a colony with shortage-halted production), and using your own vessels is generally more reliable.
Oh, of course they are useful in a pinch and if you really really need something to go somewhere. Esp. if that destination is on the far side of a no-gate jump point.
But that's all I use them for. Minerals and emergency transport. Can't make contracts for civilians to transport minerals. =(
I find 20 is already too much for my first 10 years. They spend alot of time idling above my homeworld.
What I would really like to see is a trade developing between worlds that is not infrastructure. So far, real trade is practically nil (it's about 10% of total at my estimate) Then if I depend on my civilian lines for my wealth, I might actually use frieghters for hauling.
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I guess that saves on pathing calculations, but I'm not sure those designs are efficient in other regards. They're terribly slow, and each purchase, at least in the colony ship's case, is a big hit to the civilian lines' wallets. And I'm also guessing they're comparatively spending less than they would on a larger amount of smaller vessels with a similar tonnage. What I mean is that, perhaps, they'd be more inclined to buy ten 20-kiloton ships than one big, 200-kiloton vessel.
It wasn't pathing calculations I had in mind, it was how much they could carry per-load. I was preferring my freighters to transfer more each load.
Also, I tried cutting the ship in half with half everything, and the speed and basically everything else was the same. The cost of the half one was also around half that of the big one. So there wasn't really any loss building them big. And I give the civies a lot of money anyway.
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There is a loss:
Imagine two civilian lines, one uses small design, one uses big design (10x small one)
We'll approximate it as the big design hauling 10x more and costing 10x more, everything else equal.
(Inaccurate) Simulation Conditions:
Civilian lines launch ships whenever possible.
Income of 1 small ships equivalents (sse) per year = 1 small ship cost (this is about right if your civilian freighters work around the clock)
Year Start:
Civilian lines have 20 small ships or 2 big ships. net income = 20 sse
Year 0.05:
1 sse earned by both lines. Small ship line now has 21 ships.
Year 0.10:
Big ship line earns 1 sse. Total 2 sse (needs 10 to launch a ship)
Small ship line earns 1.05 sse. Small ship line now has 22 ships and 0.05 sse.
Year 0.3:
Big ship line earns 1 sse. Total 6 sse (needs 10 to launch a ship)
Small ship line earns 1.25 sse. Small ship line now has 26 ships and 0.75 sse.
Year 0.35:
Big ship line earns 1 sse. Total 7 sse (needs 10 to launch a ship)
Small ship line earns 1.3 sse. Small ship line now has 28 ships and 0.05 sse.
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Still no loss to me though, as I just give civies loads and loads of money anyway and money is cheap. In fact, since you say they launch lines whenever possible, I'd say I'm actually gaining more than small ships since they're building more for the same amount of time which means more moved colonists and cargo than with small ships.
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How do you people attract such blooming civilian sectors? I've played dozens of games to the 15-20 year in mark and if I'm lucky I'll get 5 civilian ships. And they each do about one trip a month (despite an Earth-Mars trip taking only a days). And then the civilian shipping lines pay out my thousands in subsidies as dividends and never buy anything.
So what am I doing wrong?
Use 5 day increments instead of 30 day ones, civ ships only get a new task at the end/beginning of increments.
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Use 5 day increments instead of 30 day ones, civ ships only get a new task at the end/beginning of increments.
...That's really quite a limiting factor, then. My government owned freighters can run infrastructure to Mars almost an order of magnitude faster, then. Surely their routines could be moved to operating on sub-pulses without significant slowdown? I don't relish the idea of having to advance in one-day increments just to have a functioning civilian sector.
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Ah, that could be it.
What increments do you normally use?
Because I use 1-day increments... (86k construction cycle time)
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Use 5 day increments instead of 30 day ones, civ ships only get a new task at the end/beginning of increments.
...Hmmm, that might be the reason I got so little ships: I use 30 day increments all the time.
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I play with the default construction cycle (400k or roughly five days), and use 5-day increments generally.
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Moved to The Academy at request of original poster.
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The Original Post described a problem with loitering ships, something I've had as well. My civ fleet ground to a halt earlier, ticking me off. Then I realized a candidate problem:
I had uneven supply\demand orders. Earth was supplying 5 mass drivers. Penumbra and Corundius were demanding 2 and 3 automated factories each. Nothing happened, civs collected at earth.
I wiped out the uneven orders, and the whole fleet took off on their missions.
Perhaps this is in fact a bug worth bugging out about?
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The Original Post described a problem with loitering ships, something I've had as well. My civ fleet ground to a halt earlier, ticking me off. Then I realized a candidate problem:
I had uneven supply\demand orders. Earth was supplying 5 mass drivers. Penumbra and Corundius were demanding 2 and 3 automated factories each. Nothing happened, civs collected at earth.
I wiped out the uneven orders, and the whole fleet took off on their missions.
Perhaps this is in fact a bug worth bugging out about?
Yours sounds like it's worth logging a bug for. In the original post, I think it depends on the orders. If he clicks "Show Next Order" on the Display tab of the F3 screen and they show "Unload trade goods at X" but there's nothing actually on the ship, then I'm pretty sure it's a bug. If it says "Load trade goods at X", then there's a good chance that it's WAI (Working As Intended) - there's just nothing to pick up at the location they're at, so they go looking for stuff at a different location (I think I remember this being part of the civie AI). It's probably still ok to mention in the bugs thread to confirm WAI, he should just make sure to describe exactly what the orders look like.
If they're really ignoring contracts at the spot he mentioned (or within 4 jumps), then yes, it's probably a bug.
John
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Ultimately, I guess the bug's that they trade emptiness sometimes.
I'm not sure what I did, but now the freighters seem to be working correctly as far as contracts are concerned. I found a couple of uneven ones out there and wiped them. I thought civilians simply ignored those, but apparently such contracts actually confuse them. I also had infrastructure shipped to the core colonies as opposed to from them. In the end, either one thing or a combination or something else fixed the responsiveness issue.
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The stuck part was "load trade goods at earth."
The contracts were imbalanced.
I would assume normal behavior was "are there available contracts? no? trade normally" but it didn't seem to be the case. They were still trying to load trade goods, but wouldn't move anywhere.
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The stuck part was "load trade goods at earth."
The contracts were imbalanced.
I would assume normal behavior was "are there available contracts? no? trade normally" but it didn't seem to be the case. They were still trying to load trade goods, but wouldn't move anywhere.
I would log this as a bug, if you haven't already....
John
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Civilians first look for trips within the same system, then in adjacent systems, then two systems, etc. They end up 'clustering' near the outer edges of your empire because your homeworld is only offering four-system trips, but your outer colonies have 'shorter' needs to be seen too.
In other words, there's a new life waiting for them on the Offworld Colonies!
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I understand that, but for gameplay reasons player-created contracts should have an overriding priority above everything else.
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I understand that, but for gameplay reasons player-created contracts should have an overriding priority above everything else.
Why? They're civilians - they get to do what they want. I could see putting up a suggestion that a player be allowed to up the bid price on the contract to make it more financially lucrative for them to take the government contract ($600 toilet seat, anyone?), but if they can make more profit on a local milk run, why go out of their way to take your contract?
John
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I could see putting up a suggestion that a player be allowed to up the bid price on the contract to make it more financially lucrative for them to take the government contract(...)
I could live with that.