Sharing Production with other Planets

MetalKid
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Re: Sharing Production with other Planets

Postby MetalKid » Fri Jun 14, 2013 4:40 am

It would be cool if you could do something like this:

Each planet can assign where to send production via sliders. There are 5 sliders: Domestic Buildings, Domestic Military, Foreign Buildings, Foreign Military, and Money. The production of each turn is then funneled how you have the sliders. If a planet has Foreign marked, then it will be sent to planets bases upon the rank you specify (i.e. You can mark planets on a 1 to 10 scale with 10 being the most important). The most important planet will take as much production as it can to complete the current task as fast as possible. If it ends up taking 1 turn, then the remaining would go to the next planet. If there is no rank, then this foreign production pool is split evenly and used to make the total production of each planet as close as possible. If a planet has extra production not utilized domestically, it automatically put into Money.

Adding "balancing" freighters for population would be cool, too. But you might only want to do it for planets that maxed out their population. I know in MOO2 you could transfer colonists, but it would be nice to balance that out automatically.

Teleros
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Re: Sharing Production with other Planets

Postby Teleros » Fri Jun 14, 2013 12:52 pm

MetalKid wrote:Adding "balancing" freighters for population would be cool, too. But you might only want to do it for planets that maxed out their population. I know in MOO2 you could transfer colonists, but it would be nice to balance that out automatically.

Yeah possibly. Just always thought that it seems a bit daft that *none* of your people would want to move to the new colony world in MoO2. "Move to a frontier planet? With oodles and oodles of unclaimed land to claim? And resources? And business opportunities? Naaaaaah..." :P
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VenomStorm
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Re: Sharing Production with other Planets

Postby VenomStorm » Sat Jun 15, 2013 11:58 pm

It'd be neat to have an initial colonization boom when the colony is first constructed where a proportion of each of your planets sent out colonists automatically. Recently established colonies would be exempt. Also, if your government limits a number of freedoms, you could choose not to allow the automatic colonist transfer.

MetalKid
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Re: Sharing Production with other Planets

Postby MetalKid » Mon Jun 17, 2013 4:05 am

The biggest issue with that would be what population should they send? Farmers? Workers? Scientists? It wouldn't be very clear. There should be some sort of colony ship technology that lets you put more people on it, but you'd probably have to pull it from the planet making the ship. Or just colonize it and manually chose what people to send from the other planets.

Teleros
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Re: Sharing Production with other Planets

Postby Teleros » Mon Jun 17, 2013 12:48 pm

MetalKid wrote:The biggest issue with that would be what population should they send? Farmers? Workers? Scientists? It wouldn't be very clear.

If it's like MoO2, it hardly matters. "Oh, I lost a farm pop instead of a science pop?" *Two clicks later* "There, fixed."

On the other hand, it wouldn't be hard to do a UI for this. "Tick this box to let farm pops migrate to this colony", "tick this box to let farm pops migrate from this colony", etc.
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MetalKid
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Re: Sharing Production with other Planets

Postby MetalKid » Fri Jun 21, 2013 2:13 pm

2 clicks multiplied by 50 planets would not be fun. Also, if too many farmers got pulled, uh oh, we are starving now!

VenomStorm
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Re: Sharing Production with other Planets

Postby VenomStorm » Fri Jun 21, 2013 9:42 pm

You aren't going to colonize 50 planets in one turn, or every turn, so I don't think it's that big a deal. Moving your population around and balancing farmers so your population doesn't starve is a large part of the game. I think we all expect to do a large amount of this.

Teleros
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Re: Sharing Production with other Planets

Postby Teleros » Fri Jun 21, 2013 10:17 pm

I think MetalKid was referring to fixing 50 other colonies who send pops to the newly-colonised world from the "wrong" pop type (according to your plan). Which is fair enough, and partly why I suggested a means of avoiding this issue via a nice easy GUI.
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VenomStorm
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Re: Sharing Production with other Planets

Postby VenomStorm » Sat Jun 22, 2013 1:08 am

Ahh, gotcha. Fair enough. You do have a good idea to fix it. Streamlining a lot of those kinds of commands will be great and avoid those massively redundant operations.

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Re: Sharing Production with other Planets

Postby Belisarius » Mon Jun 24, 2013 1:44 pm

Purely theoretically Streams of population (if population is de facto specialized) could be automatized as some kind of source/sink scenario.

Every Planet where there are more populations of type x than needed (maybe + a buffer amount) is a source, every planet where there is a need of this population type is a sink.

Every game turn (or y seconds/minutes of the game running or z months/years of time in game) on source planets for population type x said parts of the populations decide, how many (if any) of them decide to move to a sink planet (and subsequently decide how many of them migrate to which planet).
The decision would be based on the following:
1. How great is the need on the sink planet ... the larger the discrepancy between available jobs and population count of said type, the larger the incentive to move there
2. The distance (the larger the distance between source and sink, the lesser the willingness to move there
3. The living conditions (Source = Desert Planet, Sink = Gaia-Paradise ... very high willingness to move there ... Source = Terran world, Sink = Desert World ... rather not so high willingness to migrate there (at least if we consider humans)
4. Monetary Incentives ... to stimulate development of a world, the emperor/president/exalted leader should be able (for every plpanet in his realm) to set up a reward for population types moving there. Say: The next 3 scientist pop points who move to Planet A get 100 Credits each ... afterwards for the next 3 scientist pop points who migrate there after the arrival of each scientist pop point, 100 credits are taken out of the imperial coffers. This would be a (if expensive) way to populate worlds that are too far away from the main body of your empire (and would also be penalty on colonizing worlds too far away [as due to the distance, without monetary incentives, there would be only a small willingness of your existing population to move there] or which are rather not suitable for your race to colonize)


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