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Post by grävling on Mar 1, 2017 15:43:36 GMT -5
Separate question: Does low Econ rating limit the max volume purchased or max price paid for wanted goods? It seems to influence how long it takes to have any goods at all if you manage to take 'everything they got' which I do sometimes when I find two settlements on the same planet one of which makes things that the other is anxious to consume. You go back there from time to time, saying 'You guys make anything yet? I am perfectly willing to ship it all to that other settlement once you have made more stuff.'
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Post by Deleted on Mar 2, 2017 3:27:44 GMT -5
I'd love to see the progression-over-time of colonies as people have described, but I doubt that's within scope/budget. I think that progression-over-time would be very cool. A means for this could be a random notification for the captain, or changing stats might be sets of rumors if one or more stats for a planet have changed. So, a run on purchasing a certain resource might indicate an economic improvement whereas a rumor of desperate need for a resource could signify a decline in the economy. There could be other rumors too about a government become more totalitarian, a relaxing of law, a civil war or feud between zones which would require a need for weapons and such, etc. I realize that this would probably require a substantial amount of coding or would not be something that could be addressed with current funding. Just some thoughts.
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Post by fallen on Mar 3, 2017 15:31:09 GMT -5
All of those sorts of Zone Attribute changes will be adjudicated by rumors. you can see a number of them in effect in the game already.
As you mentioned about funding, we aren't trying to build a game about crafting the global economics of a space civilization. You are a single captain on a single ship, so you do have to take into account what impact you could really have on these worlds.
That said, politic shifts, changing situations, the death of a prince -- all these might come with changes to the world state that last some time.
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Post by xdesperado on Mar 4, 2017 3:10:25 GMT -5
All of those sorts of Zone Attribute changes will be adjudicated by rumors. you can see a number of them in effect in the game already. As you mentioned about funding, we aren't trying to build a game about crafting the global economics of a space civilization. You are a single captain on a single ship, so you do have to take into account what impact you could really have on these worlds. That said, politic shifts, changing situations, the death of a prince -- all these might come with changes to the world state that last some time. My only objection to that reasoning is that even with only 50 cargo space I can completely deplete even the largest worlds exchange in only a couple trips. Guess they all follow a pattern similar to our worlds failing "communist" countries where everyone spends all day in line to buy the one loaf of overpriced bread that may or may not be on the shelf when they actually get into the store. (Note have one brother living in Venezuela and another that spent 5 years living there and working for the other one before coming back to the U.S. last year. The stories they tell about the "stores" are incredible and how the country hasn't imploded yet is a mystery. Many of the foods the average citizen there considered basic staples of life are simply not available anymore outside of black markets.)
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Post by Brutus Aurelius on Mar 4, 2017 9:11:56 GMT -5
All of those sorts of Zone Attribute changes will be adjudicated by rumors. you can see a number of them in effect in the game already. As you mentioned about funding, we aren't trying to build a game about crafting the global economics of a space civilization. You are a single captain on a single ship, so you do have to take into account what impact you could really have on these worlds. That said, politic shifts, changing situations, the death of a prince -- all these might come with changes to the world state that last some time. My only objection to that reasoning is that even with only 50 cargo space I can completely deplete even the largest worlds exchange in only a couple trips. Guess they all follow a pattern similar to our worlds failing "communist" countries where everyone spends all day in line to buy the one loaf of overpriced bread that may or may not be on the shelf when they actually get into the store. (Note have one brother living in Venezuela and another that spent 5 years living there and working for the other one before coming back to the U.S. last year. The stories they tell about the "stores" are incredible and how the country hasn't imploded yet is a mystery. Many of the foods the average citizen there considered basic staples of life are simply not available anymore outside of black markets.) You have to remember, the goods in the Exchange are specifically set aside to be sold to Star Traders. The Prince decides how much is available and what it costs, not just economics.
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Post by xdesperado on Mar 4, 2017 18:38:42 GMT -5
My only objection to that reasoning is that even with only 50 cargo space I can completely deplete even the largest worlds exchange in only a couple trips. Guess they all follow a pattern similar to our worlds failing "communist" countries where everyone spends all day in line to buy the one loaf of overpriced bread that may or may not be on the shelf when they actually get into the store. (Note have one brother living in Venezuela and another that spent 5 years living there and working for the other one before coming back to the U.S. last year. The stories they tell about the "stores" are incredible and how the country hasn't imploded yet is a mystery. Many of the foods the average citizen there considered basic staples of life are simply not available anymore outside of black markets.) You have to remember, the goods in the Exchange are specifically set aside to be sold to Star Traders. The Prince decides how much is available and what it costs, not just economics. Understood but still makes me question where the rest of the worlds production of goods is going. ST RPG it's difficult to impossible even with the largest cargo holds, outside of shortages to run a world out of goods and keep them that way for any length of time. Yes you can temporarily deplete a given good but it generally bounces back to availability in very short order which is what makes being a fairly dedicated merchant captain a good prospect especially early game. The combination of very limited goods, multiple trade permit levels and law level restrictions makes being a dedicated merchant a much more challenging prospect especially if your trying to build capital and not just cover month to month expenses. Don't get me wrong it's not impossible, just may not be the easiest thing for new players to deal with.
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Post by ChocoCrowbar on Mar 5, 2017 0:50:50 GMT -5
This usually fixes itself for me when I get multiple inter quadrant trade routes, where the week spent in hyperjump let's the markets recuperate themselves.
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