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Aethernet posted:I will miss the additional flavour of luxury goods, but perhaps they were a complication too far. They didn't go anywhere they were just renamed.
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# ? Sep 27, 2018 12:35 |
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# ? May 9, 2024 01:01 |
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Beer4TheBeerGod posted:How do you say schadenfreude in Swedish? Skadeglädje(Skada - wound, glädje - joy)
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# ? Sep 27, 2018 12:40 |
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Captain Oblivious posted:They didn't go anywhere they were just renamed. They were rolled into consumer goods, which were previously a straight mineral cost rather than a separate commodity - that might still be the case.
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# ? Sep 27, 2018 12:41 |
Aethernet posted:They were rolled into consumer goods, which were previously a straight mineral cost rather than a separate commodity - that might still be the case. The second picture in the first tweet shows they’re definitely still separate resources. Even the first picture in that tweet shows specialist jobs producing them. I do hope they bring back the toaster icon, though.
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# ? Sep 27, 2018 12:54 |
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Hey Wiz, you should add the ability to move defense platforms around with a nominal cost of energy and/or minerals once you've researched the science ship FTL jump. This would mean people could move defenses around with expanding borders, but wouldn't let them shift immediately.
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# ? Sep 27, 2018 12:54 |
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Aethernet posted:They were rolled into consumer goods, which were previously a straight mineral cost rather than a separate commodity - that might still be the case. Luxury goods were just a splitting off of consumer good to begin with
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# ? Sep 27, 2018 12:55 |
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Noir89 posted:Skadeglädje(Skada - wound, glädje - joy) I love this dead gay comedy forum.
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# ? Sep 27, 2018 12:57 |
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Xerxes17 posted:Hey Wiz, you should add the ability to move defense platforms around with a nominal cost of energy and/or minerals once you've researched the science ship FTL jump. This would mean people could move defenses around with expanding borders, but wouldn't let them shift immediately. also mass upgrade them and manage them similar to the fleet manager plz tia
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# ? Sep 27, 2018 13:01 |
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Xerxes17 posted:Hey Wiz, you should add the ability to move defense platforms around with a nominal cost of energy and/or minerals once you've researched the science ship FTL jump. This would mean people could move defenses around with expanding borders, but wouldn't let them shift immediately.
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# ? Sep 27, 2018 13:02 |
Dev diary up e: Looks like you’ll have a lot less trade starbases in 2.2, at least after star fortresses. I assume systems will still need to be in your borders for trade value deposits to be harvested, though that’s not explicitly stated. Also calls hangar bays modules instead of buildings, not sure if that’s a mistake or they’re changing that. e2: I’m not seeing anything about range limitations on trade routes. I’d be surprised if there wasn’t any, though. I’d guess same as collection range or maybe twice that. Staltran fucked around with this message at 13:56 on Sep 27, 2018 |
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# ? Sep 27, 2018 13:38 |
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Looks sweet. I hope I can improve trade routes via Starbase upgrades, and also I hope travel on trade routes might be slightly faster (ala Civ "Roads") so that I can use them both tactically and strategically.
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# ? Sep 27, 2018 13:52 |
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Staltran posted:Dev diary up During bastion chat I was thinking "I'd like bastions better if they had peacetime uses" so hooray! I was also thinking it would be nice if hangar bays were better, if they boost trade protection better than other that could be neat. I was hoping trade would increase the distinction between energy and money, but looks more like it''s doubling down. Also it's a shame you can't have local trade routes and it always has to reach your capital, but I suppose it's good to give you a reason to relocate your capital at some point. I wonder how wormholes and gates impact this. Is there inter-empire trade? If so can hive minds get in on that? Splicer fucked around with this message at 14:16 on Sep 27, 2018 |
# ? Sep 27, 2018 14:06 |
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The limit on length of trade routes seems implicitly tied to your ability to protect them; since your empire borders have no limit and all trade must make it's way back to your capital I don't think there would be any limits. But if you run stupidly long routes and offer no protection it sounds like you'll start causing severe problems with piracy that will eventually run out of control. You're also going to need to put a lot more though into where you put starbase now and what you outfit them with. Should be I treating to see how that plays out. The most important question was not answered though: will we get to watch little tankers and freighters and other doodads moving back and forth on our trade routes so we can visualize them? Inquiring minds demand to know! Edit: wiz has since mentioned that there is a limit to route length but does not elaborate. Only saying they will be easier targets for piracy. Psychotic Weasel fucked around with this message at 14:15 on Sep 27, 2018 |
# ? Sep 27, 2018 14:11 |
Psychotic Weasel posted:The most important question was not answered though: will we get to watch little tankers and freighters and other doodads moving back and forth on our trade routes so we can visualize them? Inquiring minds demand to know! This part of the diary seems to imply “yes,” or at least something like it. quote:Trades routes will have a special map filter showing routes, protection and piracy, and is also planned to be visualized inside the systems, but more on that later. Other bits from Wiz’a replies: - There will be international trade of some sort, more on that later - Trade can be routed through gateways/wormholes - There is a max range per route, and longer routes will likely be pirated more - Still considering adding additional collection points than the capital
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# ? Sep 27, 2018 14:15 |
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Hum, I thought that implied there would be some special icon or a differently coloured box or something. Would be nice if it was more like convoys you see in EU or HoI.
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# ? Sep 27, 2018 14:17 |
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Anno posted:- Still considering adding additional collection points than the capital
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# ? Sep 27, 2018 14:21 |
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The concern with the trade routes and hubs is that if you can just create things willynilly then you'll either game the poo poo out of the routes to make them stupidly convoluted in order to maximize trade value or you'll negate the need for them entirely by just creating a network of connected starbases. Currently they are designed in such a way that you have to use them and pay attention or you'll hamper yourself.
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# ? Sep 27, 2018 14:25 |
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I hope we can choose what trade is turned into via policies or even better, sliders.
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# ? Sep 27, 2018 14:27 |
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Psychotic Weasel posted:The concern with the trade routes and hubs is that if you can just create things willynilly then you'll either game the poo poo out of the routes to make them stupidly convoluted in order to maximize trade value or you'll negate the need for them entirely by just creating a network of connected starbases.
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# ? Sep 27, 2018 14:29 |
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I think having trade routes just be a way to move the wealth to your capital is the correct way to do it. I never liked length based value systems.
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# ? Sep 27, 2018 14:30 |
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AAAAA! Real Muenster posted:I really hope that they come up with something for this. I also hope that the Starbase hard cap limit gets looked at, Starbases become something you can manage with a Fleet Manager, and they get made more interesting than one of 4 things (Bastion, Energy Hub at a planet, Anchorage somewhere else, or one of the specialist placements for Enclaves, nebulas, or black holes).
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# ? Sep 27, 2018 14:38 |
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wiegieman posted:I think having trade routes just be a way to move the wealth to your capital is the correct way to do it. I never liked length based value systems.
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# ? Sep 27, 2018 14:41 |
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AAAAA! Real Muenster posted:Right now trade value does not increase with distance or connections, so how exactly would someone game the system here to increase value? One of the suggestions (to encourage people to make really long trade routes instead of having starbases butting up agianst each other) was to copy a system from EUIV in which trade value increases with each port it passes or goes through or something - I've never played EUIV so I don't know how the system works exactly. Wiz responded saying his concern was if they did that then people would just draw really long, twisty routes that go through as many things as possible to pad out the numbers and that made no sense in addition to allowing you to break the game.
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# ? Sep 27, 2018 14:46 |
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Psychotic Weasel posted:One of the suggestions (to encourage people to make really long trade routes instead of having starbases butting up agianst each other) was to copy a system from EUIV in which trade value increases with each port it passes or goes through or something - I've never played EUIV so I don't know how the system works exactly. Wiz responded saying his concern was if they did that then people would just draw really long, twisty routes that go through as many things as possible to pad out the numbers and that made no sense in addition to allowing you to break the game. The EU4 trade system has trade gain value the more trade nodes it passes through, but in EU4 the trade routes are pre-determined and have an end point so trying to let people build their own trade routes to do the same would probably be hell on earth and a bad thing to try to implement.
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# ? Sep 27, 2018 14:54 |
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Corruption and Beurocracy costs for making non Capitol collection points
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# ? Sep 27, 2018 14:55 |
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Baronjutter posted:You're a cool something awful forums posting person though! Well, OK:
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# ? Sep 27, 2018 15:03 |
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Darkrenown posted:Well, OK: You-you monster...
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# ? Sep 27, 2018 15:07 |
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Getting trade routes planned out and set up seems fun. Find the best spots for starbases, actually have warships doing something when not in a war. Gonna do Fanatic Xenophile - Pacifist to keep all the other empires off my back while I play Galaxies: Skylines.
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# ? Sep 27, 2018 15:15 |
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Darkrenown posted:Well, OK: You monster! Edit: Beaten I really like this overhaul, it was always a bit to opaque an event to interact with. This is also a much better reminder where the subterraneans are compared to just the planet modifier.
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# ? Sep 27, 2018 15:15 |
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Trade proposals sound excellent, but allocating a fleet to every trade route to minimise piracy sounds a bit faffy and means the planner will be full of fleets, unless it's all abstracted.
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# ? Sep 27, 2018 15:15 |
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Darkrenown posted:Well, OK: I like that there are three tile blockers on there that start with "corpse-filled." Shoulda called that planet Draenor.
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# ? Sep 27, 2018 15:17 |
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Darkrenown posted:Well, OK: jesus christ this hits incredibly close to home, make one for minerals too and it's, uh, "perfect" fake edit: Raised By Birds posted:I like that there are three tile blockers on there that start with "corpse-filled." oh, i guess it's already there.
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# ? Sep 27, 2018 15:18 |
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Sandwich Anarchist posted:Corruption and Beurocracy costs for making non Capitol collection points Psychotic Weasel posted:One of the suggestions (to encourage people to make really long trade routes instead of having starbases butting up agianst each other)
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# ? Sep 27, 2018 15:28 |
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Aethernet posted:Trade proposals sound excellent, but allocating a fleet to every trade route to minimise piracy sounds a bit faffy and means the planner will be full of fleets, unless it's all abstracted. You won't have to patrol every trade route unless you fail entirely at protecting them with starbases.
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# ? Sep 27, 2018 15:29 |
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Darkrenown posted:Well, OK:
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# ? Sep 27, 2018 15:32 |
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Darkrenown posted:Well, OK: That's like half a planet's worth of district sites. Gonna genocide those fuckers harder than I have ever genocided them before
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# ? Sep 27, 2018 15:32 |
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Wiz posted:You won't have to patrol every trade route unless you fail entirely at protecting them with starbases. Ah, so it's more for undeveloped starbases on the frontier? Very cool!
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# ? Sep 27, 2018 15:35 |
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Aethernet posted:Ah, so it's more for undeveloped starbases on the frontier? Very cool! That, or very high value trade routes where starbase protection is inadequate
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# ? Sep 27, 2018 15:40 |
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So is trade value going to work similarly to ck2s loot value? Where a trade route is protected to a certain value, and if it goes over that value then pirates take the rest?
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# ? Sep 27, 2018 15:51 |
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# ? May 9, 2024 01:01 |
That sounds great actually: your close-to-home high value trade routes should be patrolled really heavily by garrison type ships, and the remote borders are either safe cause you have a fleet there or risky cause it’s not worth defending. Good scope for emergent stories.
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# ? Sep 27, 2018 15:53 |