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Author Topic: Does anyone find Commerce worth it?  (Read 15929 times)

Alex

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Re: Does anyone find Commerce worth it?
« Reply #15 on: January 12, 2019, 10:52:49 AM »

3) you can sell yourself nanoforges and they will be installed in your colony for you.
I remember reading that some time ago (and forgot about it).  That looks like classic exploit that should be fixed eventually.

I swear Alex said it's fixed in dev, but I don't have a link.

(Yeah, it's fixed.)
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Tempest

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Re: Does anyone find Commerce worth it?
« Reply #16 on: January 12, 2019, 11:04:47 AM »

Using a building slot for commerce is only a problem if you try to build a colony that does everything. This is less of an issue once you start moving toward specialised colonies that support each other.

Is there a point in specializing? There are 12 building slots, and only like 14 things you can build.
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Megas

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Re: Does anyone find Commerce worth it?
« Reply #17 on: January 12, 2019, 11:07:34 AM »

Commerce is worth it just for the ability to pull supplies from the market AND the stockpile, almost doubling what you can access in one visit.

The tarrif is so ignorable I didn't even realise there was one until it was pointed out.
Using a building slot for commerce is only a problem if you try to build a colony that does everything. This is less of an issue once you start moving toward specialised colonies that support each other.

Question:
Interaction with a market is one of the most basic mechanisms in this game, so why is that gated behind something just because a place is owned by the player?
Double dipping may be handy early, but once colony gets big, stockpiles produce more than enough.  Burning through income would be more of a problem than running out of stockpiles.  (Emphasis "would" because player probably still has plenty of income to spare if his colony is big and exports everything.)

Game breakers aside, building slot for commerce is the biggest problem now.  It is one of the first to get shoved aside as I run out of building slots (provided I do not abuse the exploits).

I try to pick planet that can have everything, allowing for completely self-sufficient colony.  That means Commerce, Tech-Mining, and Planetary Shield get shoved aside.

With industry limits coming out, player might be forced into specialist colonies.  I guess specialist colonies are handy for evading active pather cells (although that means no synchrotron for fuel plant).

P.S.  If Open Market is not standard, then I probably would not want Commerce in my important colonies (where I store important stuff) because inconsistent defaults means muscle memory or whatever can hurt me if I do not pay enough attention.  For example, take or drop stuff where I think is Resources when it is Open Market.  At least ships have a confirmation dialog before buying or selling, and that saved me from taking or dropping a ship into what I thought was my storage into Open Market instead.  There is no such safeguard for items since the UI is identical.  Free Open Market for all colonies could at least enforce the same default market when managing colony.
« Last Edit: January 12, 2019, 11:20:44 AM by Megas »
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Goumindong

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Re: Does anyone find Commerce worth it?
« Reply #18 on: January 12, 2019, 11:50:43 AM »

One of the orher values for commerce is just filing slots and convenience

There are four things that draw terrorist attention

Tech Mining (produces 2,4,6,8 depending in quality)
Refining(produces 2)
Mining (produces 1)
Heavy Industry (produces 1,2 depending in upgrade)

If you interest at 1(or maybe 2?) you can get away with not drawing Luddic Path cells(free port might need to be off for this and you also cannot use AI cores as they also drive intetest). If you do this then you might notice that you have only 11 of 14 industry slots filled and you have a spare position for commerce which is a nice increase in supply and a potential path to reducing shortages. (As you can buy off the market to supply the colony in a shortate)
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Megas

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Re: Does anyone find Commerce worth it?
« Reply #19 on: January 12, 2019, 12:34:14 PM »

If commerce did not have upkeep, it could be convenient for merch.  As it is, I do not use it enough to make it worth the upkeep or the pain of inconsistent defaults that vary by colony.

For Pathers, Fuel Production also draws interest, and if it has synchrotron, it is 4 instead of 1 or 2.  As for Heavy Industry, it may be 2 regardless of upgrades.
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