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Impact of extra cargo space, extractors?

 
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Impact of extra cargo space, extractors? - 6/21/2010 3:53:13 AM   
BoogieMan

 

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Joined: 4/4/2010
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I've been experimenting with making mining ships and stations that have more cargo space and an extra gas extractor/mining engine (depending on which station it is) and an extra luxury resource extractor.

I haven't been able to notice any difference with the mining ships/stations other than higher upkeep cost form the extra components. With my faster/extra cargo bay freighters I *think* my economy grows a little faster, but it's hard to tell from game to game when there are so many things to take into account that affect it.

I've also tried outfitting my private sector ships with high end stealth systems, but it too seems to make no difference outside of increased upkeep costs, since they always get attacked near a planet where they are going to be close to pirate ships anyway.

However, giving my mining stations better defenses seems to be a rather substantial improvement now that they aren't getting destroyed by pirates all the time.

Anyone know if the extra components can help? I know it'll add size/cost to the ships.. But I'm just looking for ways to improve civilian ship efficiency via design.

When looking for resources to mine, what does the % mean? I've looked at the worlds in the editor and see a number count for the resource, and a percentage. The percentage doesn't seem to be related to the amount of the resource. Once my homeworld in one game stayed at the exact same percentage and number for a 9 hour game.


Oh, and one more question.. Are resort bases bugged? I've built bases that have maintained passengers in the high 4/5 digits and have barely made any money with them. It seems to decrease over time, despite the high visitor counts. I may be wrong but I suspect it's worse when the vast majority of the guests are other empire's citizens. Also, I can't recall any time when a resort base I've built at Black Holes or Neutron Stars ever got passengers even if they were close to a good number of developed worlds.

< Message edited by BoogieMan -- 6/21/2010 8:52:43 PM >
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RE: Impact of extra cargo space, extractors? - 6/21/2010 10:40:34 AM   
sbach2o

 

Posts: 378
Joined: 3/26/2010
Status: offline
quote:

ORIGINAL: BoogieMan

I've been experimenting with making mining ships and stations that have more cargo space and an extra gas extractor/mining engine (depending on which station it is) and an extra luxury resource extractor.

I haven't been able to notice any difference with the mining ships/stations other than higher upkeep cost form the extra components. With my faster/extra cargo bay freighters I *think* my economy grows a little faster, but it's hard to tell from game to game when there are so many things to take into account that affect it.


Putting more than one extractor on a mining base should only then make a difference when otherwise the freighters transporting the ores and resoruces off would often empty it of supplies. From my (very limited) experience this hardly ever seems to happen, so using more than one extractor should practically always be overkill. One caution: Taltamir has had games run over very many game years, and he reported that a point would come when supply shortages with fuel arise that can actually be alleviated by creating mining stations with more gas extractors.

One problem is that the supply/demand columns regarding resources in expansion planner are very misleading. Namely the reported supply doesn't take into account what is present at mining stations (or even the colonies that do the mining) exhaustively. I'd really like to know what really goes into the reported supply. My guess is, it could be something like every stock that goes over what is reserved on planets that do the actual ship building when it comes to strategic resources. For luxury resources I have no idea whatsoever. Early game I will often have a small total demand (planets usually order that stuff in small doses) versus even lower or zero supply. When the few sources of suppy are checked, even those where I have a colony, the mined resource in storage goes typically into the thousands or is close to maxed out.

quote:

ORIGINAL: BoogieMan

However, giving my mining stations better defenses seems to be a rather substantial improvement now that they aren't getting destroyed by pirates all the time. I may be wrong, but I suspect it's worse when the vast majority of the guests are other empire's citizens.

Anyone know if the extra components can help? I know it'll add size/cost to the ships.. But I'm just looking for ways to improve civilian ship efficiency via design.


Good question. Here's some cynic remark: making your mining stations easy to kill may let the pirates thrive, which in turn lets you kill more of them for more fame. You'd need then to rebuild the losses, so you must be able to shoulder that load. But that gives the private sector more to do (resources to ship hither and tither) in turn which may pay for itself in increased orders for construction of shipping and such.

That being said, I also like to arm my mining, research and resort bases well. Thriving piracy probably just means more ships get fielded for the base whose faction got the kills, and killing pirate ships gives little fame compared to killing a base. And getting kills on bases is more effective when those aren't so well protected.

quote:

ORIGINAL: BoogieMan

When looking for resources to mine, what does the % mean? I've looked at the worlds in the editor and see a number count for the resource, and a percentage. The percentage doesn't seem to be related to the amount of the resource. Once my homeworld in one game stayed at the exact same percentage and number for a 9 hour game.


The percentage should just be a measure of the relative abundance of a resource. It shouldn't mean that the figure will decrease over time, for all I know. I certainly have never seen such. Having 100% of a resource should only mean that an extractor operates at its rated efficiency, but since those ratings are only abstract numbers, it doesn't carry much information.

quote:

ORIGINAL: BoogieMan

Oh, and one more question.. Are resort bases bugged? I've built bases that have maintained passengers in the high 4/5 digits and have barely made any money with them. It seems to decrease over time, despite the high visitor counts. Also, I can't recall any time when a resort base I've built at Black Holes or Neutron Stars ever got passengers, even if they were close to a good number of developed worlds.


If they're bugged, it's not too badly. I definitely do have resort bases around black holes and the like with anttendants. The efficiency decreasing over time may well be true, but I think the revenues fluctuate too much to be sure. During my first game (Version 1.0.1x?) I had, with only a few resort bases built early, a stretch of game when money ceased coming in completely. Building more bases then started the tourist traffic again.

I do not know whether this general pattern has changed for the better. Since resort bases are a very effective source of income, I regularly build new ones in my current games. It *could* be a good idea to regularly scrap and replace old resort bases, but I have no data.

< Message edited by sbach2o -- 6/21/2010 10:43:08 AM >

(in reply to BoogieMan)
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