Control super luxuries, but no colonies have bonuses?

Distant Worlds is a vast, pausable real-time, 4X space strategy game which models a "living galaxy" with incredible options for replayability and customizability. Experience the full depth and detail of large turn-based strategy games, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game. Now greatly enhanced with the new Universe release, which includes all four previous releases as well as the new Universe expansion!

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zenkmander
Posts: 62
Joined: Mon Mar 26, 2012 4:45 pm

Control super luxuries, but no colonies have bonuses?

Post by zenkmander »

So I've had mining stations on Zentabia Fluid and Korabbian Spice for decades now, but none of my colonies seem to have the bonuses from them, even though the empire planner shows 2k stock of spice and 10k stock of fluid. Anyone know what's going on? Is it possible to trade all of it away? Does trading it at all deny supply to your own colonies?
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Icemania
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Joined: Wed Jun 05, 2013 9:14 am
Location: Australia

RE: Control super luxuries, but no colonies have bonuses?

Post by Icemania »

I have a somewhat similar observation zenkmander. Even with colonies at Super Luxury worlds, and 2 sources of each, bonuses due to those Luxuries seem to fluctuate i.e. sometimes in stock, sometimes not. I'd have to look more closely but yes it seems like the Private Economy allows it all to be sold or used, without ensuring minimum stock levels are maintained (even on the most important worlds).

sbach2o
Posts: 378
Joined: Fri Mar 26, 2010 8:15 am

RE: Control super luxuries, but no colonies have bonuses?

Post by sbach2o »

The AI is capable of transporting the last reserves of super luxuries away from your home world to a secondary planet.

In my recent game it went like this: I could find and settle a planet with Loros Fruit early. Although I had built too many space ports (those may muck up the distribution of goods, but I am not sure), my higher population planets were at first well stocked, especially the home world. At the time, the home world was the only one at max population. I had a couple other well populated worlds (indies, fast growing Securan, Lost Colonies) but was holding back on building Regional Capitals, so the home planet was still the only worthwhile source of tax money. I think I had ~200 to 400 units of Loros Fruit at that planet most of the time.

When my cashflow took a dive, I immediately assumed the stock of Loros Fruit on my capital had been allowed to run out. But it was actually much worse:

I eagerly checked through my freighter fleet (~1K at the time) for ships with orders to transport Super Luxuries - by the time I had also gained access to Zentabia Fluid and Corrabian Spice. Most freighters which already had loaded some were on their way to the nearest Spaceport (i.e. not my Capital); some were transporting the stuff from a Spaceport to some nearby, mostly insignificant world. But there was one freighter with Loros Fruit near my capital. I thought "there comes relief!". As I had to find out, that freighter had actually gobbled up all the reserves from my capital to move them to some stinkhole next sector...

I left it at that - didn't desperately need the economy boost. My capital wasn't to see any Super Luxuries for the next decade. I could eventually rectify this by assigning smuggling missions fro Korabbian Spice (with me controlling all sources at the time - the irony). The pirates have to supply what my own freighters fail to do.
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Icemania
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RE: Control super luxuries, but no colonies have bonuses?

Post by Icemania »

Interesting post and I'd say this is worth a response from the developer.
sbach2o
Posts: 378
Joined: Fri Mar 26, 2010 8:15 am

RE: Control super luxuries, but no colonies have bonuses?

Post by sbach2o »

ORIGINAL: Icemania

Interesting post and I'd say this is worth a response from the developer.

Maybe its all cleared up, or at least different, in the recent patch? It is supposed to touch priorization of freighter jobs, although Super Luxuries aren't explicitly mentioned.

And remember that we've established that Constructors in our games behave differently in where they pick up resources? [;)]
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Icemania
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Location: Australia

RE: Control super luxuries, but no colonies have bonuses?

Post by Icemania »

Let's continue the Constructors discussion in that old Trade Frustrations thread.

On topic, yes let's hope the patch fixes this, but I asked for a response precisely because it was not explicitly mentioned.
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