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RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 6:43 am
by Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 7:20 am
by taltamir
I see now. yes that would be useful.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 10:26 am
by Erik Rutins
ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.
Adding in the total/average demand is on our list, FYI.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 11:29 am
by Gertjan
Good!
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 11:30 am
by Gertjan
But please don't turn the game into a spreadsheet game by adding all kinds of statistics.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 12:06 pm
by gargoil
ORIGINAL: Gertjan
But please don't turn the game into a spreadsheet game by adding all kinds of statistics.
I both agree and disagree with your statement. I do not want to have the game turn into something you play FROM A SPREADSHEET. But I disagree with your statement about NOT adding all kinds of statistics.
a) If you don't want to look at the stats, then don't.
b) how does having more that you can look at if you wish too harm the game?
c) I don't care how much detail they put into a game if I can't SEE that detail in some way. You might as well throw out all that detail and just roll some dice - I would not be able to see the difference if you don't give me some empirical data.
Edited for spelling.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 2:00 pm
by Sliverine
Its not that one shouldnt expand fast. After all, expansion and more new colonies do give you more cash. Its just that whether you expand slowly or in a burst of colonization, you still gain a higher income, just that gain would be significantly decreased if u didnt prioritise your expansion i.e. 39 underdeveloped worlds might give 40k more income but 3 fully developed ones might give over 200k more
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 2:15 pm
by Fishman
There is one interesting quirk that can result in economic crashes: Being TOO successful. If a commodity suffers a sudden crash in price as a result of you glutting the market in it, if you were depending on that commodity as your moneymaker, and it crashes from $100 a unit to $0.5, you can imagine what this does to your profit margin. I suspect this is the true cause of mining-base-related income crashes, as the player doesn't actually pay the upkeep on mining bases, PRIVATE does.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 2:31 pm
by jscott991
ORIGINAL: Fishman
There is one interesting quirk that can result in economic crashes: Being TOO successful. If a commodity suffers a sudden crash in price as a result of you glutting the market in it, if you were depending on that commodity as your moneymaker, and it crashes from $100 a unit to $0.5, you can imagine what this does to your profit margin. I suspect this is the true cause of mining-base-related income crashes, as the player doesn't actually pay the upkeep on mining bases, PRIVATE does.
Of course this information is almost impossible to find or track.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 3:10 pm
by Sliverine
yea i think the mining base's upkeep is privately paid too. If u notice a commerce component is required on all mining bases which means that trading is done when freighters come to pick up the resources i.e. they buy the resources from the base to sell at a port. Oh yea you know what they should add? They should add some sort of 'public advisor' who will update u as to the private sector's needs. But then again they will be adding in a total/average demand counter on your resources screen so i guess that solves pretty much most of the problems.
Plus im assuming that demand shows the civilian demand (not the military/state demand that arises from you spam building a 30 cap fleet ship). If you produce more then your populace demands, the excess goes into your stockpile which is then used for building non-civilian related craft such as your military and state owned ships. Therefore, when u use up your stockpile and STILL need resources, additional resources that are being brought in by freighters/mining vessels will automatically be rerouted to the construction of your state owned ships instead of fulfilling the private demand, which then causes your demand tab in your resources screen to show a positive value.
Im guessing that if you want to build state ships you have to check the stockpile to see if you have enough left in storage to build whatever u want to build and if you dont, i was hoping the devs could come up with a sort of warning that tells u when the total materials needed for a build order exceeds the current stockpile.
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 3:29 pm
by Resan
ORIGINAL: Erik Rutins
ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.
Adding in the total/average demand is on our list, FYI.
Nice[:)]
RE: Making Money in 1.04
Posted: Fri Apr 23, 2010 5:24 pm
by Dadekster
ORIGINAL: Erik Rutins
ORIGINAL: Pocus
no, it gives you the stocks and unmatched demands, not the average usage over time and average production over tim.
+1 as Resan, this would be needed.Right now I have to remember if the stock is falling over time or not.
Adding in the total/average demand is on our list, FYI.
Outstanding.
I am in the camp of, I'd rather need/have the information and not need it versus I need/would like the information and I don't have it.