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Posted by: skoormit
« on: March 02, 2022, 06:27:26 AM »

Do note the following quirk of civ contract timing:
1) When a civ ship assigns itself to move X installations from a contract source to a contract demand, the "Assigned" amount for the supply and demand contracts both increase by X
2) When the ship finishes loading at the supply point, the "Assigned" amount of the demand contract decreasesby X.

This leads to buggy behavior (oversupply of demand) in some circumstances, such as when you have multiple active demand contracts for the same good, or when a supply contract is larger than the matching demand contract, etc.

This behavior is changed in upcoming version 2.0.
Details here.
Posted by: nuclearslurpee
« on: March 02, 2022, 12:44:09 AM »

Generally, setting contracts is the way to grow civ shipping most quickly. My observation has been that civs will prioritize installation contracts over the shorter distances first as these are most profitable, so the best way to handle contracts is to set them up as short-term contracts until they are filled. If you demand 5,000 infrastructure for Luna and 5,000 for Mars, the civs will tend to ship 5,000 units to Luna before shipping any to Mars - which might be okay if you have time to wait (and will actually grow the civs quicker due to higher profits), but if you want to get stuff to both colonies more evenly it will be more effective to demand maybe 200 infra at a time in each colony and wait for those orders to be completely filled.

For shipments to outlying systems I don't have enough good observations of the civ shipping logic but it should be more even since the profit margins are based on the number of systems between endpoints. Additionally, your civ freighters should become dispersed over time which will also help to make the contract selection more balanced and/or "random" in appearance.

Contracts always have higher priority than trade good shipping, which may be another argument in favor of issuing more frequent smaller contracts as your civs can ship trade goods in between contracts.
Posted by: legemaine
« on: March 02, 2022, 12:26:26 AM »

Hi all again, as I make my way deeper into my first proper play through of Aurora I come across little nuggets that I don't quite understand - but I must say how helpful and friendly the community is.

My current issue is understanding how to make the civ economy work for me. I understand that the intention is that you can't micromanage it, and the requisites for kicking it off. What I understand less well is how the system makes choices about trade goods and installation transport. I seem to have a few fulfilled contracts, but many unfulfilled and the majority of the shipping moving trade goods. The unfulfilled contracts tend to be further out, but the civ colony lines seem happy working those systems. Can anyone give me a little more insight?

Cheers

Legemaine