cargo modules & shiprange

does anyone else feel that cargo modules should increase range?  Right now cargo modules are unlocked very early in the game, even before just about any other income generating economics source, but on even "huge" maps, you are well into the age of war before anyone might be in range of a freighter :(.  

does anyone else feel that cargo modules should increase range? 

Has anyone tried modding a ShipRange bonus to cargo modules , how much & how did it work out?

3,776 views 6 replies
Reply #1 Top

No. Colonize planets, build starbases, reseach life support, design freighters with more life support modules. Cargo modules don't need to increase range.

Reply #2 Top

i eliminated the ship range bonus on huge maps and still have almost no trouble trading with all the other races 

Reply #3 Top

No.  It works for me as is.  I have to move my borders forward to make it happen, but it does happen.

Reply #4 Top

Quoting Rhonin_the_wizard, reply 1

No. Colonize planets, build starbases, reseach life support, design freighters with more life support modules. Cargo modules don't need to increase range.
End of Rhonin_the_wizard's quote

Good points, I think that part of the problem is because the ai doesn't take trade capabilities/contract/etc potential into account before declaring war like it does with Military strength & Diplomacy.

Reply #5 Top

From a purely selfish motivational point of view, I to have wished the M1 freighter had longer range but I am OK with it as is as your tech defines your ability for hull size/life support….   . However, if you think about it a little more along the tech lines, your colony and freighter have identical max ranges.  Now, the amount of life support required for keeping all those people alive on their journey should be way more than what’s required for a simple freighter crew.  Yes you can argue life support includes “fuel”  + the obligatory O2 & water but the savings for a crew of maybe 100-200 vs. 2.5 billion folks should be there to go further.

 

The simplest implementation mechanics (I think) would be to add come life support rating to the cargo module.

 

Honestly I would fine either way, and the Dev Team has bigger fish to fry

Reply #6 Top

A Population in stasis would be cargo, thus be the same as transporting frozen food stuff.  Except for the Drengin where the colonist would be food stuff.