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Captain Oblivious
Oct 12, 2007

I'm not like other posters

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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Noir89
Oct 9, 2012

I made a dumdum :(

Beer4TheBeerGod posted:

How do you say schadenfreude in Swedish?

Skadeglädje(Skada - wound, glädje - joy)

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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.

Anno
May 10, 2017

I'm going to drown! For no reason at all!

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.

Xerxes17
Feb 17, 2011

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.

Rumda
Nov 4, 2009

Moth Lesbian Comrade

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

Beer4TheBeerGod
Aug 23, 2004
Exciting Lemon

Noir89 posted:

Skadeglädje(Skada - wound, glädje - joy)

I love this dead gay comedy forum.

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.

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

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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.
You know what would be an amazing late game tech? Translocating entire starholds. Take that bigass bastion from your old chokepoint and swap it and everything orbiting it with an unupgraded starport on your newest enemy's borders.

Staltran
Jan 3, 2013

Fallen Rib
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

Gyshall
Feb 24, 2009

Had a couple of drinks.
Saw a couple of things.
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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Staltran posted:

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.
Hangar bays are the starbase weapon modules that give you strike craft.

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

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
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

Anno
May 10, 2017

I'm going to drown! For no reason at all!

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

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

Anno posted:

- Still considering adding additional collection points than the capital
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).

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.
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.

Baronjutter
Dec 31, 2007

"Tiny Trains"

I hope we can choose what trade is turned into via policies or even better, sliders.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

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.

Currently they are designed in such a way that you have to use them and pay attention or you'll hamper yourself.
Right now trade value does not increase with distance or connections, so how exactly would someone game the system here to increase value?

wiegieman
Apr 22, 2010

Royalty is a continuous cutting motion


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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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).
Could allow sector capitals with governors to be potential destinations, losing some or all of the trade value to the sector governor as the source of their pet project funds. So you personally are down some trade value, but you'd be losing some of that to pirates anyway and at least it's being spent on something.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

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.
It sounds like it's a soft length based. The longer the route the more you'll lose to pirates along the way, but it's due to the cumulative pirateyness of the intervening systems rather than being directly linked to distance.

Psychotic Weasel
Jun 24, 2004

Bang! You're dead.

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.

AAAAA! Real Muenster
Jul 12, 2008

My QB is also named Bort

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.
Right but that was a suggestion by a rando on the paradox forums - I doubt think Wiz/the Stellaris team takes suggestions from them often and you are even saying that Wiz has indicated that it doesnt sound like a good idea. The update that includes it is a long ways off and I trust Wiz to not do something convoluted/micromanagey.

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.

Sandwich Anarchist
Sep 12, 2008
Corruption and Beurocracy costs for making non Capitol collection points

Darkrenown
Jul 18, 2012
please give me anything to talk about besides the fact that democrats are allowing millions of americans to be evicted from their homes

Baronjutter posted:

You're a cool something awful forums posting person though!
:justpost:

Well, OK:

DrSunshine
Mar 23, 2009

Did I just say that out loud~~?!!!

:gonk: You-you monster...

Raised By Birds
May 5, 2013
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.

Torrannor
Apr 27, 2013

---FAGNER---
TEAM-MATE

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.

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer
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.

Raised By Birds
May 5, 2013

I like that there are three tile blockers on there that start with "corpse-filled." :allears:

Shoulda called that planet Draenor.

Truga
May 4, 2014
Lipstick Apathy

:staredog: jesus christ this hits incredibly close to home, make one for minerals too and it's, uh, :nms:"perfect":nms:

fake edit:

Raised By Birds posted:

I like that there are three tile blockers on there that start with "corpse-filled." :allears:

oh, i guess it's already there.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸

Sandwich Anarchist posted:

Corruption and Beurocracy costs for making non Capitol collection points
Pay influence to designate a collection point.

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)
Why would you do that in the first place?

Wiz
May 16, 2004

Nap Ghost

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.

Splicer
Oct 16, 2006

from hell's heart I cast at thee
🧙🐀🧹🌙🪄🐸
Why would you make this your capital :gonk:

KOGAHAZAN!!
Apr 29, 2013

a miserable failure as a person

an incredible success as a magical murder spider


That's like half a planet's worth of district sites.

Gonna genocide those fuckers harder than I have ever genocided them before :black101:

Aethernet
Jan 28, 2009

This is the Captain...

Our glorious political masters have, in their wisdom, decided to form an alliance with a rag-tag bunch of freedom fighters right when the Federation has us at a tactical disadvantage. Unsurprisingly, this has resulted in the Feds firing on our vessels...

Damn you Huxley!

Grimey Drawer

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!

Wiz
May 16, 2004

Nap Ghost

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

really queer Christmas
Apr 22, 2014

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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Beefeater1980
Sep 12, 2008

My God, it's full of Horatios!






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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