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Author Topic: Repeatable food shortage event  (Read 987 times)


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Repeatable food shortage event
« on: November 02, 2014, 01:43:12 AM »

Title is not terribly descriptive, but here's the full problem:

A food shortage at a small planet (like Asharu or Maxios) is typically small - 100 units.  It is therefore easy to ship in substantially more food than demanded at such planets.  However, if you realize that you've carted in way too much, you can reduce the amount you're initially selling to the demanded amount - and trigger the "get credit for ending the shortage" event.

The problem is that you can do this several times in a row.  Shift-click a 100-stack and sell it, get kicked out into the planet menu, go back into the cargo menu, shift-click a second 100-stack and sell it, get kicked out into the planet menu again.  Repeat until bored or out of food.  Only the first such stack gets sold at the event price;  each subsequent stack is priced as though all the preceding stacks (save the first) is present - even though the event "eats" the stacks.

This further allows you to get multiple "Player sold into the shortage" results for reputation purposes... except that each result includes the previous result's food when determining if you oversold - so the fourth such result gives you both the "Player solved shortage" and "Player created glut" effects (even though all but the first stack were sold at the regular market price).

If you need it, I have a savegame with a fleet standing by such a shortage.

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Re: Repeatable food shortage event
« Reply #1 on: November 02, 2014, 04:03:13 PM »

Thank you - really appreciate the detailed breakdown. Should be fixed.