0.40 Colony/Transport loading depleats primary shipyard sponsor's population.
The current method of populating Colony ships and Transports is slanted too heavily on the primary sponsor planet. The primary planet can become depleted of colonists.
The current method of populating Colony ships and Transports is slanted too heavily on the primary sponsor planet. The primary planet can become depleted of colonists.
yeah, this is a pain. I end up having to waste several turns sending the ship to the depleted planet to put the troops back then send it to another world to pick up then i can send it to the destination.
I would like to see two things:
1 like gv2 you can determine how much population the ship is loaded up with to begin with
2 a slider to determine where the population is pulled from.
A slider to determine initial load-out would be nice, and have it pull from all sponsoring planets proportional to each planet's pop : sum of all those planet's population.
Although you would be able to abuse this by setting really far away sponsors, so the colony ship doesn't have to travel.
I never liked the fact that you can cram a significant portion of a planets population into a transport ship anyways, if they insist on having billions to start up a colony or invade a planet they could at least make it a trade rout like system where the ship ferries them over multiple turns (which would also add troop supply lines as another element to military strategy)
zero - you are right you could abuse far away travel by pulling troops from great distances. I think having supplies coming from cross galaxcy is a bit dumb. I'd prefer only pop and resources to be from immediate planets.
Ballin - I think it would be cool if you could have a "migration" route. It would help immensely with population pressure and filling up new worlds. Especially since now planets output is based off population size. i would love to see that go live
I think this is turning out to be an "unanticipated consequence" of the hole idea of the shipyard mechanic, It definitely needs some rethinking on StarDock's part.
I think this is turning out to be an "unanticipated consequence" of the hole idea of the shipyard mechanic, It definitely needs some rethinking on StarDock's part.
i thought they mentioned some sort of population trade in a recent dev stream if so this should be included in it another option although annoying would be to build the colony ship empty and then you must send it to a world to pick up population.
While this may be an annoying solution I think it makes good sense. The shipyards build ships, but why should the shipyards supply colonists or troops? Having to pick up the colonists or troops by orbiting planets would be more sensible and would give the opposition an additional opportunity to destroy the ship.
From my design notes for Beta 2.
For beta 2, we will be adjusting the The Transport / Colony loading screen, as well as some of it’s behaviors.
All Transports or Colony Ships will now prompt when they launch, from a Shipyard, or planet.
Transports or colony ships launched from Shipyards, will take population evenly from all of its sponsor worlds, that are within 6 tiles.
Any sponsor world within range will be listed in the load ship popup, with a checkbox, (Default to checked). If the player unchecks a planet it is not included in the loading.
Transports or Colony Ships that are launched from planets, can only load from the planet they are launching from.
Shipyards that are beyond 6 tiles from any sponsor world, should have Transports and Colony Ships Disabled.
On these shipyards, the transport or colony ship should be visible but greyed out, and when selected, or moused over it should say. “Shipyard too far from sponsor worlds.”
Transports and Colony Ships that are STATIONED at Shipyards, or Starbases, will not eject their population and will hold whatever they have.
When a ship is ejected from a Shipyard, the ship should re-prompt as if it was just built, but the window should reflect its existing population.
If the player chooses to take more people, or leave people behind this should work in just like loading, or loading in reverse.
When a ship is ejected from a Shipyard, the ship should re-prompt as if it was just built, but the window should reflect its existing population.
If the player chooses to take more people, or leave people behind this should work in just like loading, or loading in reverse.
So, we will be able to move population between our worlds. Cool !
You can do that already, but you have to send the ship to the world.
I didn't notice it. Thanks !
Where do you see design notes for Beta 2?
I just stole that from my docs, they are not public.
I think it makes more sense to still be able to build transports and colony ships, just not be able to load them.
It may make more sense, but its a game doesnt have to be 100% realistic and it makes for much less micro. But if you do need it to make sense, think of it like this its a help wanted flyer saying "new business opening looking for new hires will relocate 6 tiles for free"
Then if you go that far maybe we could pay extra to move population from father across the galaxy ![]()
By "makes more sense" I meant in terms of game-play, not realism. For instance, what happens if you start to build a transport then move your shipyard away from its sponsors? Maybe you want to build an empty colony ship and stop on the way to pick up your colonists, I think you should have that option.
Anyone remember the population trade routes idea?!?!?
By "makes more sense" I meant in terms of game-play, not realism. For instance, what happens if you start to build a transport then move your shipyard away from its sponsors? Maybe you want to build an empty colony ship and stop on the way to pick up your colonists, I think you should have that option.
lol I got a feeling doing that would break the game and ctd it.
In GalCiv II you could build transports and colony ships and not load anyone. It seems to me to be a simpler solution both from a game-play and programming perspective.
In the mean time, I've started making low-quality planets pure population/growth planets set as primary sponsors to my shipyards. This allows me to load up colony ships and transports without depleting the workforce that is making the ships.
A few questions regarding this:
I'll also say that I find the distinction between shipyards and starbases to be a bit odd, as far as the ability to change the carried troops or colonists goes. It seems to me that if I'm able to manage the transportation of X billion people to or from a shipyard within 6 tiles of the nearest colony, I probably ought to be able to do the same for a space station within the same distance.
Penalties...PENALTIES!?!?!
6 tile limit is to avoid exploits. If you don't have a limit then you can set a planet across the galaxy as a sponsor just to contribute soldiers or colonists. 6 tiles has already been established as the range your shipyard can be from a sponsor without suffering penalties.
This calls for a few techs to upgrade this and possibly give a strategic edge.
If I can manage to ship materials 200 tiles, I can find a way to ship people the same distance. Beyond that, it's an arbitrary limit that bears little apparent relation to the game - surely the speed at which my ships can travel should have some impact on how far away a shipyard can be before it either suffers production penalties or ceases to be able to supply troops to newly-built transports. Further, this still doesn't justify the "seven tiles away and you can no longer build transports of any kind at all, whether they're filled or not" ruling.
Also, as far as the question of avoiding exploits goes, in that case it would be better to just give the shipyards a fixed area from which they can draw resources rather than the current sponsor system. I can't say that I see forward construction of warships to have significantly less exploit potential than forward construction of transports does.
I also did not suggest that the shipyard should be able to build the transport or colony ship entirely without penalty at extreme range. To be perfectly honest, I'd rather that the transports and colony ships did not automatically fill up with people from the sponsor worlds at all, as it's a bit too much like magical teleportation for my tastes. Regardless, if shipyards are going to be able to launch loaded transports and colony ships, I would rather that the penalty mechanic behind that be reasonably consistent with the penalty mechanic for production, rather than being a magic insurmountable wall six tiles from the sponsor world.
Mormegil, I really like this. I have one observation though, and that is a 6 tile limit would just about limit the eligible sponsor planets to only one or two. I can understand not wanting us to seriously exploit this mechanic, but couldn't this limit be scaled to the galaxy size?
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