koles
CKF Backers
Posts: 449
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Post by koles on Jul 10, 2014 4:06:50 GMT -5
today on hard difficulty when in few turns trade embargo and solar war shows up - my economy was ruinded so my first move was demolishing 2/3 of fresh builded fleet and start trade sanctions (faster than duel of assasins) after few turns my treasure was empty, sanctions failed and i havent money to start another one... even when i would cancel all buildings (mostly houses) it wouldnt be enought to clear debts and get +400$ for new sanctions since i couldnt demolish all of my ships (border fighing with xenos) i though that i will cut off main money problem - exchenges they have big maintain cost and for sure they generade negative income because of emgargos and war. i was surprised that i cannot put some tnt under it becouse they are core upgrades!!! to bad because it was my last hope to solve economy problem so looks like my lesson is - when suddenly your income turns negative - you need immediately demolish all fleet, cancel all buildings and pray so sancions and duels works
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Post by fallen on Jul 10, 2014 9:21:32 GMT -5
koles - we already have #4X-2521 for this issue - allow demolishing of some core upgrades.
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Post by Cory Trese on Jul 10, 2014 17:43:43 GMT -5
Even in a triple Trade War, Exchanges still generate positive income after Maintenance...
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Post by phantombudgie on Jul 10, 2014 18:49:50 GMT -5
Even in a triple Trade War, Exchanges still generate positive income after Maintenance... But if your overall income is negative and you need some positive cash to build a ship or stop an embargo, selling it might just get you out of a problem. I also would like to sell an exchange I unwisely built on a low quality planet and build another hab unit instead. Sent from my GT-I9300 using proboards
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Post by fallen on Jul 10, 2014 23:34:00 GMT -5
phantombudgie - not sure what you mean by "selling" because as Cory stated, even in bad scenario, an Exchange makes money. Demolishing it does not get you money back, so "selling" is the wrong word entirely.
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koles
CKF Backers
Posts: 449
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Post by koles on Jul 11, 2014 0:24:59 GMT -5
Even in a triple Trade War, Exchanges still generate positive income after Maintenance... hmm acording to manual its from 0 to 30, 15 without any influences whereas cost of exchange 2 is 50$ for 5 TP - so 15 income for 10 maintain cost per 1 TP or im missing something?
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Post by phantombudgie on Jul 11, 2014 0:57:35 GMT -5
Sorry, brain fail...
Sent from my GT-I9300 using proboards
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Post by squee on Jul 11, 2014 11:44:04 GMT -5
You have to factor in maintenance rates as well. If you are fighting aliens and have damaged ships, maintenance costs rise. That's how it works, right?
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Post by Cory Trese on Jul 11, 2014 11:48:12 GMT -5
You have to factor in maintenance rates as well. If you are fighting aliens and have damaged ships, maintenance costs rise. That's how it works, right? Only on the Ships in that case, not your Exchanges.
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Post by squee on Jul 11, 2014 11:54:46 GMT -5
Ah, okay, that makes much more sense, sorry!
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Post by Cory Trese on Jul 11, 2014 12:01:34 GMT -5
Ah, okay, that makes much more sense, sorry! Poor Morale, Over Quality, Over Crowding ... these things could drive up planetary maintenance. I've put "Demolish Core Upgrades" on the roadmap, but it will not be easy to add. The code has to protect the Starport so it won't be straightforward to implement. It's on the list for future updates: Ticket #2521 (new enhancement) 4X - RFE - demolish core upgrades
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