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RE: Economy woes - 3/27/2010 5:13:03 AM   
Erik Rutins

 

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Too soon, we'll know more after this weekend. In the meantime, feel free to spend time with the game, just expand more carefully and don't overbuild. In my experience, the current release is quite playable if you are careful about expansion.

I should add that we are working on the next update this weekend but we need to see how things go before committing to a timeline, other than "as soon as possible".

< Message edited by Erik Rutins -- 3/27/2010 5:14:29 AM >


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Post #: 61
RE: Economy woes - 3/27/2010 5:18:43 AM   
Mus

 

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quote:

ORIGINAL: Webbco

Ok, I would love it if we actually could kill of mining bases, I have loads of them extracting stuff I don't need!


It is an issue if the market isn't able to kill off unneeded mining bases all by itself, IMO.

I just had a little 40 minute game got up to 6 colonies or so in 4 systems, had a nice flow of around half a dozen luxury goods across my empire, was maintaining decent development rates at all of them, although my home planet was still dropping and was around 79% so maybe I hadn't played long enough yet... and had a CTD. Of course things were going so well I hadn't saved yet.



Oh well, at least I was managing the economy ok by doing it mostly manually and refusing suggestions from the AI to build massive fleets and colonize every other planet and moon.

I had about a 200k nest egg when I got the CTD and a positive flow of around 30k.

< Message edited by Mus -- 3/27/2010 5:19:38 AM >


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Post #: 62
RE: Economy woes - 3/27/2010 5:30:57 AM   
Tormodino

 

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I'll tinker with it for sure. I was more worried about the ctds than the economy.

You've done an awesome job with the game anyway so I'm happy to wait for the fix.

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Post #: 63
RE: Economy woes - 3/27/2010 12:37:05 PM   
Jim D Burns


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quote:

ORIGINAL: Webbco

Ok, I would love it if we actually could kill of mining bases, I have loads of them extracting stuff I don't need!


You get port fees for the stuff they ship, so this is actually a good generator of income. You just need to have enough ports to make round trips by the freighters reasonably short so the fees add up to a lot of cash. Long trips to port make them less profitable to your empire.

Jim

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Post #: 64
RE: Economy woes - 3/27/2010 12:50:14 PM   
Webbco


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Yeah but there are maintenance costs too, and if these are larger then the generated income of these bases, there is nothing you can do to change that. You can't retire them.

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Post #: 65
RE: Economy woes - 3/27/2010 3:36:42 PM   
Erik Rutins

 

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The good news on this front is that we believe we may have a fix for the distribution issue that was affecting the economy and also for the crashes reported thus far. Hoping internal testing goes well so that we can get that out to you all very soon (possibly as early as late Sunday).

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Post #: 66
RE: Economy woes - 3/27/2010 6:56:15 PM   
Tormodino

 

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Consider me impressed. If you manage to do it that quick I'll promote this game and Matrix Games to everyone I know who I think may be even remotely interested.

I do this anyway, but still...

:D


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Post #: 67
RE: Economy woes - 3/27/2010 6:58:27 PM   
Webbco


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Haha, XD

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RE: Economy woes - 3/27/2010 7:24:34 PM   
Gertjan

 

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Erik, does the AI also automatically update your manual designs of ships if new technology comes available? Thanks in advance for answering and the constructive attitude to our suggestions

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Post #: 69
RE: Economy woes - 3/27/2010 7:48:43 PM   
Erik Rutins

 

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It does not, but unfortunately it appears to be marking them as obsolete right now if you have automation on and are doing manual designs as well. That's on the tweak list. You can use the "Upgrade" button to upgrade existing designs to the latest equivalent components, IIRC.

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Post #: 70
RE: Economy woes - 3/27/2010 10:40:18 PM   
rpwilson1

 

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Wasn't sure if this was the same bug or not, but I have a weird Economy Tanking scenario.

I've got a game going where everything is fairly calm. I took full control of the game to try and get a feel for things, so I was careful enough to make sure that I had a mining base on at least 10 different types of leisure resources + whatever strategic resources my planets were demanding. No pirate activity in my corner of the universe, all monsters purged from systems with stations, and plenty of escorts. I've also been tweaking the colony tax rates by hand to keep the people happy.

At each of my three colonies, they have a "RSV" amount set on leisure resources that I have stations for, yet my traders never seem to move any. Ever. In fact, after watching carefully with the game on 4x, each and every trade ship is bouncing back and forth between the colonies moving things like steel, chromium, and nekros stones in some form of a twisted, tear-inducing loop. I've seen a material be picked up at on colony 1, dropped off at colony 2, then taken from colony 2 back to colony 1 a moment later. The only thing collecting resources are mining ships, and I can't help but think they grab luxury goods by accident...

This definitely isn't available resource shortage. Homeworld is asking for ~800 of some sort of wine, I check my mining stations for this wine and they each have ~5000 units in storage. Needless to say, after a while every colony runs out of luxury goods eventually and my economy craters.

Is this the same bug? Do I need to push my save to the FTP?

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Post #: 71
RE: Economy woes - 3/27/2010 10:48:02 PM   
Webbco


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It's the same bug I believe. The team appreciates the saves for analysis, just make sure you name the save file to something that is recognisable e.g. 'rpwilson1 economy crash Mar 2010'.

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Post #: 72
RE: Economy woes - 3/27/2010 11:11:47 PM   
Mus

 

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Awesome to hear you guys think you found whatever is going on with distribution. Game looks like it will be killer once a couple bugs are ironed out. The size and scope are truly amazing.

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Post #: 73
RE: Economy woes - 3/27/2010 11:25:51 PM   
Montesano

 

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Good to hear you are working a fix for the economy. Its very weird that you guys didnt get hit with this issue but it affects so many other people. It makes the game unplayable for me at this time but once this gets fixed its going to be a very solid game. 

(in reply to Mus)
Post #: 74
RE: Economy woes - 3/28/2010 12:50:00 AM   
Xmudder

 

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This might help. Game 1, which you have see, my main system stopped being the center of all those dotted lines. Game 2 (Ackdarian game) all the colonies are pointing to the main system, but the economy still tanked. But it took a lot more colonies to do it.

(in reply to Montesano)
Post #: 75
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