Refineries, cargoship capacity, and the economy

Im trying to make a few modifications to how the economy works but I havent been able to figure out the relationship between some various factors and income. 

In particular I cant figure out the relationship between cargo capacity and the increase in resources per second.  I change the cargo capacity variable on the .entity file, but changing the amount 10x-1000x does not increase the income.  Any insight into this would be appriciated.

Another thing that Im trying to find is how to vary the amount of credit income gathered by trade ships.  Refinery rates are controlled by the resource asteroids for each planet but I havent been able to find any similar control  for trade.

 

My goal is to make the economy based more on the use of these refineries.  Resources are not automatically gathered by extractors, instead they must be gathered by refieneries.  Add to this asteroids are no longer colonizeable and an increase in the number of resource asteroids among them, protecting trade routes and dense resource pockets becomes an important strategy.

With the trade ships Im looking to make them used for increase fleet capacity. Each ship adding a small amount of fleet capacity based on the size of their cargo holds.  Ideally having to travel back and forth between large groups of ships or having to transport antimatter.

Ill probably have to create abilities make either of these work even close to properly, but I would like to figure out how these work and doing what I can with them first.

4,940 views 7 replies
Reply #1 Top

if you want to increase income, i suggest not increasing their hold rather the number of cargo ships each trade port has, and adjusting the amount of alligence each planet has

Reply #2 Top

From what I remember hte  cargo ship hold was a line intentionnaly used for trading but was discontinued for some reason! Its now a worthless line that has no impact on game ! If memory serves me right and I hope it is not as I LOVE to ahve better economy! so anything in that direction is fully appreciated and backed up! 

Reply #3 Top

Increasing the number of ships doesnt really have an effect as it just changes the amount of increase for each ship.  Ex At a refinery rate of 1 and ten ships each ship will add .1.  So no go there.

What effect does alligence have on trade and refinery ships? And what about neutral reactors at locations that are uncolonizable such as gas giants and anomalies.

As for the cargo capacity, what does the reserach 'cargo ship capacity' modify?  It uses CargoShipCapacityAdjustment, does that just modfity RefineryRate directly?

Reply #4 Top

Cargo ships produce credits simply by being alive. This makes it near impossible to seriously injure the income from a trade route.

Reply #5 Top

The income from trade routes is based on the trade ports, not the ships.  Under the "BaseIncome" line you need to modify that for increased trade income.

 

I'm guessing you are trying to make trade and refining play a larger role in the economy of Sins.  The ships are useless for trade, as no ships provides the same income as 100 million ships.  Refinery ships however are important.  If you have one refinery ship yet 10 asteroids, only one asteroid will provide income.

 

Another guess is that you want commerce raiding to be a useful tactic.  Make refineries and trade ports provide a decent income, make them expensive, and make them fragile.  Other than that, I see no way to make raiding a useful tactic.

Reply #6 Top

A little of both actually.  Im hoping to make refinery/trade have a larger role.  Refinery as the only means resource gathering, and trade by making it  increase fleet capacity.  Im also attempting making commerce raiding a useful tactic but with the ships as the target.  Since there are many neutral extractors to capture, but fewer planetary areas are colonizeable, the refineryships have to travel around and are vulnerable, espcially as you extend your reach.

Im still trying to find solutions to a few thing

 

Is there a way to make the extractors produce the refinery ships rather than the refinery.  Currently with the refinery producing the ships, they dont travel as widely as they should.  Hopefully if the extractors produce the ships then they will flag the extractor as home and travel to the nearest refinery.  Ensuring that each asteroid has a number of ships going to and from it.

 

The trade ship half requires creating an ability, probably straight forward, but still a little intimidating. Well see.

Reply #7 Top

well i just took a quick look through the files and im not 100% sure but i think it might be hardcoaded to only go to the next well no matter what you put the ship on. what i would do is make a "starbase" striped down to a refinery or trade port and have a mobile ship "deploy" it for deep space operation. of course this may or may not work, who knows, never really tried it that way.