Supply and Demand of resources...
Posted: Wed Jul 24, 2024 12:15 pm
I would like for this to be rethought of how it works. I currently are doing allot of modding of resources and other things and the supply and demand system does not really work. For example I have increased the cost of most industry and construction module cost of steel quite dramatically so this underused and plenty metal in the universe can get used.
The issue is that the demand is not based on the actual demand... frankly I don't know what it is based on. But the game need to be able to queue up mining stations and other things so the game can see the actual demand for all construction resources.
In the current game I'm testing there is practically NO demand for steel despite the empire hardly able to build mining stations and when they do they build anything but mining stations for steel as it is completely oblivious to the demand on this resource.
The reason for this is that constructors can't be queued up for mining stations thus providing the proper demand for those resources.
The game need to be look at the usage of resource over time in order to see the actual demand of a reasource in comparison to the mining rate... if a resources are continually depleted at all places and colonies have high demand I don't get how the game can not see they need more mined of that resource.
In my case the levels of steel bounces between 0-1000 at the capital (no other colonies) and NEVER every gets to full capacity. A mine require about 1000 steel to build... the AI build mines but never steel mines. The capital do produce a small amount of steel at 8%. The rest of the steel income comes from mining ships that work hard on it.
The game need to evaluate resource usage over time and set the demand accordingly, otherwise it is impossible to crate shortages of resources that the AI and civilian part corrects over time and we have to live with total resource abundance all the time with moving the resources from planet to planet as the only constraint. I wonder if this is the intent if so why is there a supply demand feature at all implemented if it does not really mean much?!?
In my test game the supply demand in steel was locked at about +0.21 steel for a few decades before it suddenly dropped to about -1.85 for a reason I don't see why as there was no real change. So the supply and demand really did not change much in that period for some reason and not much changed in the game either as they only built a handful of new mining stations but no steel ones.
It seems the game at least does not consider the demand of building new mining stations as important but might consider things like warships as that is the only thing I cans see changed as the game wanted to start building more of those.
The issue is that the demand is not based on the actual demand... frankly I don't know what it is based on. But the game need to be able to queue up mining stations and other things so the game can see the actual demand for all construction resources.
In the current game I'm testing there is practically NO demand for steel despite the empire hardly able to build mining stations and when they do they build anything but mining stations for steel as it is completely oblivious to the demand on this resource.
The reason for this is that constructors can't be queued up for mining stations thus providing the proper demand for those resources.
The game need to be look at the usage of resource over time in order to see the actual demand of a reasource in comparison to the mining rate... if a resources are continually depleted at all places and colonies have high demand I don't get how the game can not see they need more mined of that resource.
In my case the levels of steel bounces between 0-1000 at the capital (no other colonies) and NEVER every gets to full capacity. A mine require about 1000 steel to build... the AI build mines but never steel mines. The capital do produce a small amount of steel at 8%. The rest of the steel income comes from mining ships that work hard on it.
The game need to evaluate resource usage over time and set the demand accordingly, otherwise it is impossible to crate shortages of resources that the AI and civilian part corrects over time and we have to live with total resource abundance all the time with moving the resources from planet to planet as the only constraint. I wonder if this is the intent if so why is there a supply demand feature at all implemented if it does not really mean much?!?
In my test game the supply demand in steel was locked at about +0.21 steel for a few decades before it suddenly dropped to about -1.85 for a reason I don't see why as there was no real change. So the supply and demand really did not change much in that period for some reason and not much changed in the game either as they only built a handful of new mining stations but no steel ones.
It seems the game at least does not consider the demand of building new mining stations as important but might consider things like warships as that is the only thing I cans see changed as the game wanted to start building more of those.