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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 08:24:46 PM »
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.

He means doing it with SM mode, admittedly I'm not sure why using a tug isn't an option but still.

I'm confused.
How would I use a tug to move a fleet instantly (which is what SM mode does)?
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You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.

He means doing it with SM mode, admittedly I'm not sure why using a tug isn't an option but still.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Garfunkel on Yesterday at 05:38:29 PM »
You don't need waypoints for stations. Just give the JP itself as the destination/target for your tug to release the station.
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C# Suggestions / Re: C# Suggestions
« Last post by skoormit on Yesterday at 04:17:42 PM »
To me this is like saying that if a race starts in a system with JPs 10b km apart they have to put more fuel into their ships than a race starting in a system with JPs 500m km apart - this is true, and it's arguably even unfair, but it's part of the Aurora DNA to have to adapt to such circumstances.

The difference is that having JPs close together in your home system does not completely obviate all fuel constraints for the rest of the game. It's a big advantage, no doubt, but you will still have to make interesting decisions about fuel production, consumption, and ship design throughout the game.

With the current tax rate on intra-system civ deliveries, if you start your game with multiple CC 2.0 colonies in your home system, you will probably almost never have to think about wealth in this game.
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That would be tricky if you were placing jump portal stations as they have to be on the JP to work obviously. Which suggests JPs could usefully be snap-to objects for waypoints, like planets and moons, no? Then the zoom could be locked at 6k.

Waypoints are already supposed to snap (and orbit with) bodies, so I hope it shouldn't be asking much for Steve to extend the same bit of code to cover JPs - or fleets for that matter as sometimes it is useful to mark the current location of a fleet before it moves away.
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C# Suggestions / Re: C# Suggestions
« Last post by nuclearslurpee on Yesterday at 02:31:10 PM »
For a civilian shipping delivery that starts and ends in the same system, the shipping line pays tax equal to half the single-hop amount.
This is too much.
The typical distance between large populations in a single system is much less than half the typical distance per hop between large populations in separate systems.
It's probably closer to one tenth.
As a result, the number of easy colony locations in your starting system has an outsized impact on your wealth development.
Systems like Sol, which have multiple low-cost, easily terraformable colony prospects, generate so much early wealth via civilian shipping that the player's strategic decisions for the entire game are only very rarely impacted by wealth concerns. The player gets rich fast by developing those home system colonies, and then never has to worry about wealth again.
If you start in a system without easy colony prospects, you don't enjoy this early source of easy wealth, and as a result you actually do have to manage your spending wisely, and devote non-trivial research and production to increasing your tax income.

I suggest dropping the intra-system civ tax to either 10% or 20% of the single-hop rate.

I don't see this as a problem.

The way things work presently, CSL taxes provide a useful incentive to develop single systems instead of expanding to as many systems as possible with only 1-2 major colonies and automated/asteroid mining operations in each one. Without such an incentive, rapid expansion is clearly the best decision as much as your empire can support it. Turtling up in a single system means leaving a lot of galactic exploration up to the NPRs and leaving yourself open to discovery by an advanced race before you are ready to expand, so there should be some real benefits. This is especially true if you start in Sol, which is programmed by Steve to have fewer minerals than other similar systems as a way to push the player away from Sol sooner rather than later.

Personally, I support having mechanics which avoid creating a single optimal strategy and instead create interesting decisions, even if those mechanics might not be perfectly "realistic". I do also consider having to adapt a different strategy for different starting conditions a key part of Aurora's gameplay, so I don't consider that having a system with worse colonization prospects forces the player to devote points towards income increase a problem at all. To me this is like saying that if a race starts in a system with JPs 10b km apart they have to put more fuel into their ships than a race starting in a system with JPs 500m km apart - this is true, and it's arguably even unfair, but it's part of the Aurora DNA to have to adapt to such circumstances.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by boolybooly on Yesterday at 02:11:14 PM »
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss.  ;D

I need it to be dead center because I use them to SM-move engineless stations to jump points.
If I'm not bang on the JP, the station has to crawl over there at 1km/s.

Oh OK, sorry I thought you were pulling my leg for being obsessive with my own zooming.

I have not tried that method for SM placing objects. You are saying there is no way to SM to the JP ?

That would be tricky if you were placing jump portal stations as they have to be on the JP to work obviously. Which suggests JPs could usefully be snap-to objects for waypoints, like planets and moons, no? Then the zoom could be locked at 6k.
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C# Suggestions / Re: C# Suggestions
« Last post by skoormit on Yesterday at 01:47:40 PM »
For a civilian shipping delivery that starts and ends in the same system, the shipping line pays tax equal to half the single-hop amount.
This is too much.
The typical distance between large populations in a single system is much less than half the typical distance per hop between large populations in separate systems.
It's probably closer to one tenth.
As a result, the number of easy colony locations in your starting system has an outsized impact on your wealth development.
Systems like Sol, which have multiple low-cost, easily terraformable colony prospects, generate so much early wealth via civilian shipping that the player's strategic decisions for the entire game are only very rarely impacted by wealth concerns. The player gets rich fast by developing those home system colonies, and then never has to worry about wealth again.
If you start in a system without easy colony prospects, you don't enjoy this early source of easy wealth, and as a result you actually do have to manage your spending wisely, and devote non-trivial research and production to increasing your tax income.

I suggest dropping the intra-system civ tax to either 10% or 20% of the single-hop rate.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on Yesterday at 10:22:06 AM »
Besides, if we can't zoom any closer we wont know that the waypoint is not dead centre, which may be one of those few situations where ignorance really is bliss.  ;D

I need it to be dead center because I use them to SM-move engineless stations to jump points.
If I'm not bang on the JP, the station has to crawl over there at 1km/s.
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C# Suggestions / Re: C# Suggestions
« Last post by KriegsMeister on Yesterday at 10:05:56 AM »
Could we get non-Gregorian Calender options, ideally in the form of a fully editable time system. The game already calculates all time as just chunks of seconds so allowing us to decide what those chunks are. Would be great for Non-sol/earth or alien species games, or maybe a future earth government just decided on a more sensible Calender of 30 day months and a 5 day holiday between December 30th and January 1st, or if someone wanted an ancient Greek or Egyptian start.

I could see merit in keeping minutes, hours, and days as fixed to not have to change the time step buttons, but giving us the ability to rename and edit the months and year would be great.

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