1) Let's start with the simple suggestion I logged on to make ... Post a "civilian economy event" (same category as the existing "shipping line X has bought a ship" message) whenever a corporation forms or goes bankrupt.
I have added a message for the formation of new shipping lines
2) I've noticed that some of my shipping lines can go for years without shipping anything, and still go bankrupt. I would recommend a fixed "run rate" charge on a corporations capital infrastructure (ships, CMCs, ....) - something like 5-10% of the initial cost. That will drive companies into bankruptcy more quickly and avoid "zombie companies". Don't know if you've got bankruptcy code in or not - I would suggest making the capital assets, possibly giving the player an opportunity to buy them first (i.e. the "the civilian sector is offering X for sale at Y"). Another possibility - put the assets up for sale and have them be snatched up when another company is looking to expand its business.
That shouldn't really happen in the latest versions. The max dividend was reduced to half of the wealth balance so even if a shipping line is not making any runs for a while, it should still survive. However, I have considered allowing the balance to fall below zero and in that case the best solution would be, as you suggest, to put its ships up for sale so that the player or other shipping lines could but them.
3) If you go with the fixed run rate, then you might want to track profit/loss on a per installation (ship, CMC, ....) basis - if an asset loses money for e.g. 2 years the company should destroy it or offer it for sale. This would be a way to get obsolete designs out of the civie sector.
I did have running costs in an earlier version of the shipping lines but eventually removed it. Partly because a problem arises if all the shipping lines can deal with far off colonies (the extra costs can run them out of money due to the lack of income) and partly because player freighters don't require maintenance. I assume that fuel costs are factored into the charges made by the shipping lines.
[4) On mineral costs, how about trying to set a market price? Here's my thoughts on a possible algorithm: (snip)
5) Allow both automated and non-automated CMC. The non-automated should be 1/2 as expensive and 1/2 the run rate, but can only be installed on habitable worlds (which includes worlds which require infrastructure) and automatically open the world for colonization (i.e. they create a demand for colonists). You might have to make the run rate more expensive for high infrastructure worlds, or you could base it on the %population available for manufacturing (which would also bias manned facilities towards the colonies and their cheap labor) - otherwise you'd end up putting manned CMC on e.g. Venus, with ridiculously high infrastructure costs. Perhaps the initial cost of placing a manned CMC (which affects the run rate) should include the cost of infrastructure to support e.g. 0.25M pop.
After playing around further with the Mining Companies idea, I have decided to adopt a fairly simple approach to start with. The Shipping Lines evolved from earlier, simpler versions of civilian shipping and I am at that very early stage now with civilian mining. Rather than try to get something complex working first time, I have added a basic version and will play with it after I get some playtest reports.
There won't be individual mining companies (at least for now) - there will just be a civilian mining colonies. The CMCs still exist and the mechanics are still as described in my earlier post. In brief:
1) Each Civilian Mining Complex is equivalent to ten automated mines and has a mass driver built in.
2) The parent race can purchase mineral output from the mines by a simple on/off switch on the population created by the civilians. When the switch is set to 'Purchase Mineral Output', the minerals will either be placed in the population stockpile for the player race to pickup or they will be sent by mass driver to a location of the player's choice within the system. When the switch is set to 'Minerals go to Civilian Sector' the minerals still disappear from the planetary deposits and are permanently lost (on the assumption that civilian industry is using them).
3) The annual purchase cost for the entire output of a CMC is 250 wealth. Assuming a racial mining output of say 16 tons, the player would receive up to 160 tons of each accessibility 1.0 mineral and smaller amounts of other minerals for his 250 wealth.
4) If the output from a colony is not purchased by the player, he will instead receive 50 wealth per year in taxation income per CMC.
What has changed from my earlier post is the way that the civilian mining colonies are created. Each 5-day increment a random number is generated between 1 and 1 million. If that number is lower than the annual racial income, a new mining colony will be created. This is based on the assumption that the racial income reflects the size of the civilian economy and is therefore will serve as a reasonable method of determiing the liklehood of new mining colonies being established. If a colony is established, the first step is to determine the system in which the new colony will be located. This is done by listing the populations of the Empire greater than ten million in size in descending order of population size and working through the list. As each pop is checked, there is a 50% chance that the system in which that pop is located will be selected, at which point the system selection is complete. Obviously this favours the systems in which larger pops are located. If the entire list is checked and no pop is selected, the system in which the largest pop is located will be used.
Once the system is selected, the program looks for suitable surveyed system bodies without an existing colony orbiting the same star as the selected population with an orbital distance no greater than 80 AU. On the first run through, the program checks for those system bodies which have either 25,000 tons of Duranium or 25,000 tons of Sorium at an accessibility of 0.8 or greater. Once those are found, the program works out the total mineral deposits for each world, multiplying the total tonnage of each deposit by its accessibility and ignoring any with an accessibility less than 0.5. The world with the greatest total tonnage is selected. If none are found that meet the criteria, a second check is made using 15,000 tons of Duranium or Sorium at an accessibility of 0.7 or greater. If worlds within these criteria are found, the total tonnage check is performed again to select one.
When the mining colony is created, it has 1-3 CMC, a deep space tracking station and a single Garrison division named after the system body.
In addition to the check for new mining colonies, all existing colonies are checked during each 5-day increment and there is a chance they will be expanded by adding one extra CMC. At the moment the check is the same 1-1,000,000 as the new colonies but I might increase that number depending on playtest.
While this is not as detailed as the shipping lines, it will increase the minerals available to the player if he is prepared to pay for them, increase the number of colonies to protect and perhaps create those colonies on some worlds that the player might not have considered. In my own game during playtest of the new code, the civilians created a mining colony on the Moon, which has 320,000 tons of accessibility 1.0 Duranium and 950,000 tons of 0.7 Tritanium. One of Neptune's moons is actually a better mining target but already has a colony.
I am quite happy to refine the selection criteria for the colony locations if anyone can suggest a better apporach.
Steve