Fractal Softworks Forum

Please login or register.

Login with username, password and session length
Advanced search  

News:

Starsector 0.9.1a is out! (05/10/19); Blog post: Raiding for Fun and Profit (11/27/19)

Author Topic: Add at least one more industry slot  (Read 668 times)

Spedwagon

  • Ensign
  • *
  • Posts: 4
    • View Profile
Add at least one more industry slot
« on: August 13, 2019, 09:10:27 AM »

The equasion of INDUSTRY SLOTS should go like this:

POPULATION SIZE/2

4 industrial slots are not enough in my opinion and having this one extra 5th slot as a reward for having 9 and 10 population would be just and balanced.
« Last Edit: August 14, 2019, 02:36:25 PM by Spedwagon »
Logged

Midnight Kitsune

  • Admiral
  • *****
  • Posts: 2645
  • Your Friendly Forum Friend
    • View Profile
Re: Add at least one more industry slot
« Reply #1 on: August 13, 2019, 10:40:02 AM »

You can add it yourself in the settings.json file located in "..Starsector\starsector-core\data\config" In there is a line call "maxIndustries" along with a string of 10 numbers separated by commas. These numbers are the the amount of industries you can have per population level. SO you would need to change the last 2 from 4,4 to 5,5
Logged
Stop trying to balance the game around a few minmaxers...
Programming is like sex:
One mistake and you have to support it for the rest of your life.

Tired of having your game crash because of out of date mods? Then click here!
Spoiler
Get Version Checker today! Now with 90% less hassle! Simply toss it into your mod folder, activate the mod like a normal one and BINGO you will now be informed of any and all updates when you start SS campaign up!
[close]

Plantissue

  • Admiral
  • *****
  • Posts: 842
    • View Profile
    • Email
Re: Add at least one more industry slot
« Reply #2 on: August 13, 2019, 01:00:15 PM »

He could, but he is suggesting it becuase he would rather see it in the base game.

Not related but, I feel like that Military Base/High Command shouldn't count as an industry.
Logged

Wyvern

  • Admiral
  • *****
  • Posts: 2412
    • View Profile
Re: Add at least one more industry slot
« Reply #3 on: August 13, 2019, 01:33:44 PM »

Military Base / High Command counting as an industry is fine... if and only if you have a system with multiple useful planets to colonize.  It is very much not fine if you end up spread out across multiple star systems and need to build one on every planet.

This is only going to get worse next patch with the new Commerce implementation that replaces the current high stability bonus with something you instead have to build.

...I'd almost suggest, instead, changing it so that Farming and Tech-Mining don't count as industries?
Logged
Wyvern is 100% correct about the math.

Agile

  • Commander
  • ***
  • Posts: 186
    • View Profile
Re: Add at least one more industry slot
« Reply #4 on: August 13, 2019, 01:44:21 PM »

Having Military Base and High Command be a industry tax sucks when you find a AMAZING planet ... but there is only 1, no, or *** planets surrounding it, so now your stuck with a 75% goldmine planet that needs to be babysat if you colonize it due to a lack of patrols.
Logged

SCC

  • Admiral
  • *****
  • Posts: 1539
    • View Profile
Re: Add at least one more industry slot
« Reply #5 on: August 13, 2019, 10:18:13 PM »

In current implementation, there don't exist good single planets. you either find a whole system that's decent (all resources, mainly), or you don't. Single colonies are useful only as temporary stashes and refueling stops.

Spedwagon

  • Ensign
  • *
  • Posts: 4
    • View Profile
Re: Add at least one more industry slot
« Reply #6 on: August 14, 2019, 02:39:08 PM »

COMMERCE should NOT be an industry
 >:(

reeeeeeeeeeeee this is such a waste of industry point, why would anyone think wasting a precious industry point on commerce is a good idea?!
Logged

Megas

  • Admiral
  • *****
  • Posts: 7511
    • View Profile
Re: Add at least one more industry slot
« Reply #7 on: August 14, 2019, 04:56:05 PM »

Commerce will be changed to raise income at the cost of stability, while effects of stability will be changed to not affect income as much as it does now.
Logged