Game Economics

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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Undecided
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Joined: Tue Apr 19, 2011 6:45 pm

RE: Game Economics

Post by Undecided »

3) If #2 is true, is there any reason to colonize a <50% quality planet other than establishing system sovereignty? Should I just not bother colonizing <50% planets in systems I already control?
I do it for resources, if I really need them

Couldn't you get higher yields by using mining stations, though? I haven't compared the numbers, but I think that settled planets have a fixed rate of extraction, where as mining stations can be given anywhere from 1-200 mining engines, letting you scale production to an almost exploitive scale.
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cookie monster
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Location: Birmingham,England

RE: Game Economics

Post by cookie monster »

ORIGINAL: Undecided

3) If #2 is true, is there any reason to colonize a <50% quality planet other than establishing system sovereignty? Should I just not bother colonizing <50% planets in systems I already control?
I do it for resources, if I really need them

Couldn't you get higher yields by using mining stations, though? I haven't compared the numbers, but I think that settled planets have a fixed rate of extraction, where as mining stations can be given anywhere from 1-200 mining engines, letting you scale production to an almost exploitive scale.

Build mines for resources, <50% planets run at a deficit, a higher deficit at larger pop levels, plus your passenger ships feed them population, so you lose good pops to a bad world, when they could go somewhere good and make you money.

You would have to micro the constructors to build such a monster they don't have the cargo space for such a large mining base.
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Data
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RE: Game Economics

Post by Data »

Not really sure if you'll lose pop to them as there are many othe factors that affect migration. If you keep their happiness low enough by increasing the taxation for example you could prevent migration.

Having a colony increases the chance of freighters visiting than having a mining station from what I've observed. Plus you can place a SP at a colony to increase the chances for freighters making trade runs.
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cookie monster
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Location: Birmingham,England

RE: Game Economics

Post by cookie monster »

ORIGINAL: Data

Not really sure if you'll lose pop to them as there are many othe factors that affect migration. If you keep their happiness low enough by increasing the taxation for example you could prevent migration.

Must have been the 5 passenger ships which approached and left population that confused me while I was testing. [:'(]

Having a colony increases the chance of freighters visiting than having a mining station from what I've observed. Plus you can place a SP at a colony to increase the chances for freighters making trade runs.

Probably due to requests for luxuries.
ollobrains
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Joined: Mon Apr 18, 2011 11:43 pm

RE: Game Economics

Post by ollobrains »

limited cargo good idea and tech to boost
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