ORIGINAL: Emperor0Akim
Well I started the Science.
I allready wrote a page, then I clicked wrong and it all went away again![]()
I write again later.
happened also to me millions of time.. [:@]
ORIGINAL: Emperor0Akim
Well I started the Science.
I allready wrote a page, then I clicked wrong and it all went away again![]()
I write again later.
ORIGINAL: Bingeling
As an old AAR writer, I would just say: If you are to write a longer essay, write it somewhere else, then paste it to the forum. Notepad works just fine (notepad++ works better).
ORIGINAL: Aeson
A quick test using the in-game editor suggests that resorts generate ~3k credits per batch of 20k tourists delivered to the resort, regardless of the scenery bonus. The test was conducted by spawning in a moon with a ruin, building a resort base over the moon, and watching income generation for a while, then using the editor to remove the ruin and set a scenery bonus for the moon (first 25%, then 100%), scrap and rebuild the existing resort base, and watching the income generation for a while to see if income generated per visit changed. It would therefore appear as though the scenery bonus is an 'attractiveness' modifier for the resort base rather than a direct income modifier, and presumably affects the volume of tourist traffic that the resort base receives. As far as I know, tourists never leave a resort base, either, so you can determine the total income generated by a given resort base since it began operation by looking at the number of tourists currently on board the resort base.But you are right about the testing. I have pondered the whole morning how to come up with the !!SCIENCE!! to solve this riddle and came up with nothing. There is just to much financial moving and I am to impatient for trial and wait and wait and error.
One potential test would be to generate a game and, using the editor, spawn in two resort locations and accompanying bases, one of which is over something with a scenery bonus and one of which is over something with a ruin. I would suggest that you put both resort locations in the same system, preferably somewhat close to one another (e.g. two moons of the same gas giant), over the same type of object, and sufficiently far from any populated location that the distance between one resort base and the point(s) of origin of any tourists who come visit it is negligibly different from the distance between the other resort base and the point(s) of origin of any tourists who com visit it, as this should help isolate the scenery bonus as the primary variable affecting tourist traffic at the two resort bases. Whichever resort gets more business over the course of, say, an in-game year is the more 'attractive' resort. This would allow you to experimentally establish an upper or lower bound for the effective scenery bonus of a ruin (e.g. if the ruin gets less business than a 25% scenery moon, the upper bound on the effective scenery bonus of that ruin is 25%); a sequence of such tests could be used to progressively refine the bounds on the effective scenery bonus.
Theoretically, sure, but even unupgraded Standard Passenger Compartments can hold up to 1.2 million guests, and there's a distinct possibility that you'll have more than one on the station. At 60 tourist groups per unupgraded Standard Passenger Compartment, you can go a long time before a resort base becomes unable to accept more guests, and with upgraded components you'll go even longer.So... am I reading this right that resort bases can be filled to their capacity, generating 3k per 20k visitors, then once it's full you might as well scrap it, because you'll never get a new visitor as nobody ever leaves?
Yes, in theory. Build a resort base close to a foreign empire's colonies over an attractive location, and you should see passenger ships arriving from those colonies to deliver tourists, and if your own colonies are relatively distant you may see more foreign tourist traffic than native tourist traffic. Of course, the base does need to be sufficiently attractive to draw tourist traffic, and building close to another empire's colonies can be problematic, especially with colony influence turned up.It makes me wonder if it's possible to build resorts which mostly cater to other empire's citizens...
They vanish from the game. Based on what happens to characters stationed on a ship or station that you scrap, I'd say that they die, though there are no penalties to diplomatic relations or empire happiness for doing this (in fact, if the resort base was in foreign territory, relations may even improve afterwards), so you could argue that they all take off in personal shuttles or something like that.what happens when you scrap that base? Are all those people just floating in space?
Theoretically yes, in practice no. People on resort bases do not count against planetary population caps, and 20,000 people per tourist group is negligible compared to both planetary populations and population growth rates. Consider that newly-founded colonies have a population of at least 30 million, that the lowest population allowed for a colonized planet is 1 million, and that colonies with growth rates under a few percent per year frequently have populations at least in the high hundreds of millions if not billions or tens of billions. A colony of only one billion people that grows at 1% per year could see around 500 tourist groups depart per year without really losing population (depending, a bit, on how the departures are distributed), and I very rarely bother to tax colonies with populations of even a few billion anyways.Will I actually hurt my tax base if I have a lot of resort stations?
Time to rename all my resort bases Hotel California.ORIGINAL: Damiac
nobody ever leaves?