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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by skoormit on June 29, 2022, 08:52:29 PM »
It's always a good idea to check the full C# changelog for information.
If you search that page for "orbital habitat" you will find this link, which explains the change.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by db48x on June 29, 2022, 05:45:11 PM »
The wiki contains information about older versions of the game as well as the recent C# rewrite. You were looking at a page with information about the older version of the game.
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Voltbot on June 29, 2022, 05:01:51 PM »
And another one:
Research info and wiki says, that orbital habitat can carry up to 50k workers. Ok. Then why when I put one orbital habitat in design, it says capacity: 200k. Why?
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by Kelewan on June 29, 2022, 01:02:00 PM »
I am currently on a two-week trip in a motorhome to Scotland. So far Loch Lomond, Isle of Mull, Loch Ness and now Loch Linnhe. There has been some whisky involved.

Enjoy the glens
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General Discussion / Re: Questions Not Worth Their Own Thread: C# Edition
« Last post by xenoscepter on June 29, 2022, 11:29:04 AM »
...I have to caveat that my intentions are often overridden by events :)

 --- While 2.0 would be a most welcome thing, I concur with skroomit... live your life, 1.13 is still above and beyond a best-in-class 4X. We'll cheer if you give us the 2.0, but we'll not grumble if you don't. I wish you the best on your holiday.
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C# Suggestions / Re: C# Suggestions
« Last post by hostergaard on June 29, 2022, 07:48:56 AM »
Construct all components for ship option

Quality of life feature: Add an option under the industry, either in the components selection or preferably as its own separate  list that allows you to simply construct all components for a given ship class. This so you don't have to constantly go trough and figure out what components is needed and individually build them.

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C# Suggestions / Re: AI behavior vs kiting
« Last post by Froggiest1982 on June 29, 2022, 07:45:21 AM »
I also think that the C# version still lack features we had in VB for multiple faction gameplay to make it smoother and fully enjoyable. In VB you could easily change technology, ships. wealth and parts between empires in a way you can't in C#. You could for example have one empire build an advanced sensor and then sell that to other empires or have them license build them for a price for example. Doing the same thing in C# is much more complicated. You also can't edit Wealth in C#, not that I know of... which is a bit weird.

Why you want to kill me reminding this?  ;D
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C# Suggestions / Re: C# Suggestions
« Last post by Jorgen_CAB on June 29, 2022, 06:50:20 AM »
For the 2 you can already do that with fleet formation.  You can attach a fleet to another one in system and choose its distance and angle compared to the target fleet, as well as some conditions in which the fleet will go in the specified formation (a threat in the system for example).

I know you can do that with fleet formations... it is not really the same thing though... I want to be able to patrol between points and still follow a fleet. It will also be easier to make controlled patrol orders around a fleet that way. With automatic docking and undocking as part of a patrol pattern etc.. You could automate rotational patrol by several different recon crafts in a way you currently can't do.
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C# Suggestions / Re: C# Suggestions
« Last post by GrandNord on June 29, 2022, 05:27:54 AM »
For the 2 you can already do that with fleet formation.  You can attach a fleet to another one in system and choose its distance and angle compared to the target fleet, as well as some conditions in which the fleet will go in the specified formation (a threat in the system for example). 
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C# Suggestions / Re: Food
« Last post by Jorgen_CAB on June 29, 2022, 03:59:48 AM »
Making certain planets better at producing food than others would allow for some efficiency gains from food trading. The number of people working in agriculture would plummet empire-wide. You would end up with some sort of globalization and blockades and wars could lead to supply chain issues and starvation. This could lead to quite some hyper realistic game mechanics.

In my opinion, from a realistic perspective, it makes very little sense. No world would allow itself not to be sufficient in the basics you need for survival. You never know when the next shipment of resources will come, it would be very risky. Societies in general also develop much better when they are more or less self sufficient in most basic technologies and industrial products, at least in reality. Trade of course is still important as it produces huge excess in wealth and knowledge transfer. But even in our world the poorest and less wealthy countries are those with very little self sufficiency in both industry and natural resources, these societies are also very dependable on others and very vulnerable to changes in the global trade network.

In my opinion Aurora are pretty realistic in this sense as it relies mostly on trade for luxury items. Although I do think that trade should increase colonies wealth income as that is usually what trade does.

But then again the economy in Aurora are quite abstracted and not very detailed aside from TN resources which in no way are consumed or used by the population at all, that is only for the state to worry about. I wish that TN material was a bit more like in Distant Worlds, that the state needed to compete with the population for and civilian merchant fleet for TN resources. If a world is blockaded and they can't consume the TN resources they need their wealth level should drop significantly as well as their political stability modifier over time. This would also be good for role-play as a world that does not get enough TN materials would suffer political instability and eventually you would break it if into its own entity, it would declare independence in order to secure what it needs by itself.

You now could also use the civilian ships to move TN resources... each world you simply would set a demand level and the civilians would try and satisfy that by moving the resources. Civilian mining complexes also would get a different meaning in the game as they would always produce the resources.

I also think that all resources probably should belong the to civilian economy and the state need to pay for it when they use it in wealth. You should then be able to tell a certain colony to only consume say 80% of their needs, but that would then effect their wealth and political stability, you could oppress it with military if you wish... but it would be a way to play more oppressive regimes or something you would need during wartime to use the TN resources for building military ships rather than consuming it for wealth.

In my opinion this would be more interesting than introduce something as insignificant as food, something that is just a measure of energy and basic none TN materials.
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