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Posted by: Father Tim
« on: June 01, 2020, 11:08:37 AM »

Its a shame you cant put Orbital Habitats in deep space. I've got two empty systems between Sol and a rich system I'm colonizing, and it'd be nice if I could create civilian markets in between them.


Technically you can, it's just nobody wants to live there.

(And with the new system editing options in SpaceMaster, you can add a 50 meter rock to each system and a low-grav colony to trigger your orb-habs.)
Posted by: Borealis4x
« on: May 23, 2020, 08:00:21 PM »

Its a shame you cant put Orbital Habitats in deep space. I've got two empty systems between Sol and a rich system I'm colonizing, and it'd be nice if I could create civilian markets in between them.
Posted by: Borealis4x
« on: May 22, 2020, 06:41:22 PM »

EDIT: Dammit, you can't move Shipyards! That's disappointing...

Yes, you can. You need a tug to tow them.

o smeg, and my heavy tugs have just rolled off the assembly line.
Posted by: Steve Walmsley
« on: May 22, 2020, 06:36:24 PM »

EDIT: Dammit, you can't move Shipyards! That's disappointing...

Yes, you can. You need a tug to tow them.
Posted by: Borealis4x
« on: May 22, 2020, 06:28:00 PM »

In VB6 aurora, I always colonized Luna and Mars, and one would get my best ship construction administrator, and the other would get my best ground force training speed administrator.  When you are talking +50 or even +60 ship building, that is an enormous savings, especially as it applies to retooling and shipyard expansion as well.

Lower population worlds having a smaller service worker population.  If you have a 25 million pop world, you can employ most of them in construction or research.  If you have a billion pop world, 750 million are going to be in service jobs.

Moving your shipyards to Luna in order to take advantage of the Ship Construction speed of an Admin is a clever idea. And its a cool role-play idea. I'll have to try that!

EDIT: Dammit, you can't move Shipyards! That's disappointing. Guess its time for some Space Magic...
Posted by: Michael Sandy
« on: May 22, 2020, 05:17:08 PM »

In VB6 aurora, I always colonized Luna and Mars, and one would get my best ship construction administrator, and the other would get my best ground force training speed administrator.  When you are talking +50 or even +60 ship building, that is an enormous savings, especially as it applies to retooling and shipyard expansion as well.

Lower population worlds having a smaller service worker population.  If you have a 25 million pop world, you can employ most of them in construction or research.  If you have a billion pop world, 750 million are going to be in service jobs.
Posted by: Ri0Rdian
« on: May 21, 2020, 08:34:37 PM »

Also, roleplay.

Even if it was the best way to do it (and I am a sucker for theorycrafting) I would find it incredibly boring like this. I always looks for pristine Gaia worlds or somethng Earth like to easily terraform. Terraforming Mars is always a thing I do, because it is easily doable (now even more so than in VB).


I think most people would want to visit a different planet and mining colonies in surface habitats would quickly get boring.  ;)


So I usually have one colony per system, if there is a good candidate and the system is worth it. Or more if the circumstances are advantageous. As many as seems practical and feasible.
Posted by: skoormit
« on: May 21, 2020, 08:21:14 PM »

Plenty of strategic reasons, and three economic reasons: population growth, civilian shipping income, and logistics.

Pop growth as capped at 10%, and declines rapidly as population rises. You maximize growth by spreading out your people.

You make a lot more money from civilian shipping when you have more colonies generating trade opportunities.

Logistics.
Earth is an enormous habitat, but it eventually runs out of minerals.
You can keep shipping minerals in to Earth for production, and shipping the products out to where they are needed.
But you have to build much, much less freight capacity in the long run if you move the production centers to where the minerals are.
Posted by: Jorgen_CAB
« on: May 21, 2020, 06:17:21 AM »

I think this is the classic grow wide or grow tall. How many games havectried that and failed? In Aurora you can really do that and it says enough of how wonderful this game is.

It is perfectly viable to keep Sol as your fort or expand and control your possessions better.

I feel like there is no right or wrong here, it depends of what story you are trying to tell.

I agree... you definitely can make very good use of centralising population on a few worlds, especially when you can stack certain administrator bonuses for example. It will also help with logistic and general industrial distribution and management.
Posted by: Steve Walmsley
« on: May 21, 2020, 06:16:35 AM »

If you have administrators with different high skills you can specialise colonies. One colony might have all your financial centres and a high wealth bonus administrator, another might have factories and an administrator with a high production skill. Same for ground forces construction, or shipbuilding, etc.
Posted by: Froggiest1982
« on: May 21, 2020, 06:00:08 AM »

I think this is the classic grow wide or grow tall. How many games havectried that and failed? In Aurora you can really do that and it says enough of how wonderful this game is.

It is perfectly viable to keep Sol as your fort or expand and control your possessions better.

I feel like there is no right or wrong here, it depends of what story you are trying to tell.
Posted by: Gyrfalcon
« on: May 21, 2020, 05:52:23 AM »

Also, C# has implemented population caps for worlds, so you can’t infinitely build and supply manpower on one world.
Posted by: Jorgen_CAB
« on: May 21, 2020, 05:45:49 AM »

As other have said... higher population growth rates and more worker per population numbers is the main reason outside mining worlds.

You want as many places as possible to get as much new population as you can all over the place.

It also if fun to deal with many places anyway so why not?!?
Posted by: vorpal+5
« on: May 21, 2020, 05:22:21 AM »

The main reason is probably the difference between having at most 2% growth and 10% (for small colonies).
Posted by: mike2R
« on: May 21, 2020, 04:27:37 AM »

Distance becomes a factor as you expand.  As supply lines lengthen, the advantages of regional centres increases.  Even if you aren't trying to support a fleet out 50 or 100 billion km from Sol, having to ship every ton of minerals back, and every mine and piece of infrastructure out, over that distance, requires a truly massive freight capacity.

I don't think its unrealistic that concentrating everything in Sol makes sense for the first century or two, given how many systems TN tech and jump points put within easy reach.  But its a big galaxy, and now with C# the game won't become unplayable before we get to really get out there and colonise it.