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Starsector 0.98a is out! (03/27/25)

Author Topic: ideas about rebalancing industries  (Read 410 times)

Killer of Fate

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ideas about rebalancing industries
« on: January 09, 2025, 02:25:57 AM »

Aquaculture should cost as much as Farming. The increase need for machinery already explains that it's more difficult than Farming. So, please don't bully it. I know it doesn't matter in the end. But it's just kind of a thing that matters a tiny bit in average gameplay.

Tech-Mining shouldn't have an upkeep. And should instead generate an income instead. The gain from passive income isn't much. Note that the base colony building generates an income. A population 4 will generate 20k income through population and infrastructure building alone. Tech Mining should generate half of that to encourage keeping it around even after the ruins have been fully exploited. This can be explained via tourism and science grants. Whatever.

Swap Light Industry and Refining cost. I have explained this multiple times. But the amount of money Refining creates is high enough to pay off Light Industry's large upkeep. Whereas the tiny amount of money Light Industry generates with no Free Port gains is high enough to pay off the Refining's tiny upkeep cost. Lore-wise this also does not make any sense. An industry that is explained as not changing much since the technological growth of humanity is apparently significantly more expensive to upkeep than an industry responsible for the manufacturing of materials necessary for the construction of the most advanced technology in the sector like Paragon or Hyperion. This is the equivalent of a poor country in Europe choosing to establish a High Tech car manufacturing business instead of building a house in which an old woman would make vases. This is just nonsensical.

Population and Infrastructure should not have an upkeep. This whilst interesting lore-wise. Doesn't really help colonies built on planets that are extremely hazardous. Causing low hazard priority to be even more domineering. It'd be nice if Population and Infrastructure only produced money instead of costing it. And then stuff like Spaceport and Industries would be the sole reason why things wouldn't work out in the end. Especially considering we can't scrap or sell colonies past certain level.

Experimental: Allow us to sell colonies to major factions. Let us sell colonies we are no longer interested in to for example Tri-Tachyon or Hegemony. Creating markets we can visit at any time. Leaving items and functional industries will greatly increase the value of a colony. Instead of for example selling items directly to a colony and then watching them be wasted on a market. We can leave it on a colony and then sell a colony at 10-20 times value.

Experimental: Increase upkeep of colonies to 1 from 0.5 as it is in config to actually make colony gameplay challenging
« Last Edit: January 09, 2025, 02:28:49 AM by Killer of Fate »
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BigBrainEnergy

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Re: ideas about rebalancing industries
« Reply #1 on: January 09, 2025, 02:55:09 AM »

Population and Infrastructure should not have an upkeep. This whilst interesting lore-wise. Doesn't really help colonies built on planets that are extremely hazardous. Causing low hazard priority to be even more domineering. It'd be nice if Population and Infrastructure only produced money instead of costing it. And then stuff like Spaceport and Industries would be the sole reason why things wouldn't work out in the end. Especially considering we can't scrap or sell colonies past certain level.

No way. Low hazard rating should be a priority, most people don't want to live on a molten rock with constant earthquakes and a toxic atmosphere. Besides, even on high hazard planets the domestic income from "Population and Infrastructure" is more than enough to cover its own maintenance cost. Larger colonies get larger profit margins too, so by the time it grows past the point where you can't abandon it your colony should be paying for itself.
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Killer of Fate

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Re: ideas about rebalancing industries
« Reply #2 on: January 09, 2025, 03:10:58 AM »

Population and Infrastructure should not have an upkeep. This whilst interesting lore-wise. Doesn't really help colonies built on planets that are extremely hazardous. Causing low hazard priority to be even more domineering. It'd be nice if Population and Infrastructure only produced money instead of costing it. And then stuff like Spaceport and Industries would be the sole reason why things wouldn't work out in the end. Especially considering we can't scrap or sell colonies past certain level.

No way. Low hazard rating should be a priority, most people don't want to live on a molten rock with constant earthquakes and a toxic atmosphere. Besides, even on high hazard planets the domestic income from "Population and Infrastructure" is more than enough to cover its own maintenance cost. Larger colonies get larger profit margins too, so by the time it grows past the point where you can't abandon it your colony should be paying for itself.
whether people want to live somewhere or not is accounted for by the growth rating. The payment of maintaining population and infrastructure is kinda odd. The base cost should come from industries. But generally a colony should make a profit by default. I just think the cost of industries should be higher.
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AcaMetis

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Re: ideas about rebalancing industries
« Reply #3 on: January 09, 2025, 04:02:20 AM »

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whether people want to live somewhere or not is accounted for by the growth rating
Hazard Rating has a major impact on population growth, doesn't it? If I remember right most worlds you have to enable hazard pay in order to get it to grow at all, and even than the cost thereof is proportional to the world's hazard rating.
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Killer of Fate

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Re: ideas about rebalancing industries
« Reply #4 on: January 09, 2025, 04:06:17 AM »

Quote
whether people want to live somewhere or not is accounted for by the growth rating
Hazard Rating has a major impact on population growth, doesn't it? If I remember right most worlds you have to enable hazard pay in order to get it to grow at all, and even than the cost thereof is proportional to the world's hazard rating.
yes, that's what im referring to. That's why I don't think it's necessary for Population and Infrastructure to additionally encumber our efforts to inhabit hazardous planets. Maintaining a population of a few thousand people on a planet like Pluto or even Jupiter shouldn't be astronomically difficult in the Persean Sector. However settling for a sustainable infrastructure for even tens of thousands should.
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