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Doctor Dread
Doctor Dread
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Posts: 1478


10/23/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
This week we have reduced the number of product types under Farms and Pastures to 5 instead of 10. This was mostly to balance out a problem with overcrowding Farms and Pasture resource locations which may have a high value but are not very numerous across an entire system. In Sol, only Earth has them and even though there are many of them, it isn't enough to even break even with the systems total demand for all the products under even the most ideal maxed out conditions.

The removed products Quantity were merged into the other ones across your military orders, Structure Initial production, and standing product. The ones that were changed and what they were changed to are below:

Mutton -> Lamb
Seafood -> Fish
Exotic Poultry -> Poultry
Excotic Beef -> Beef
Excotic Seafood >- Fish

Rice -> Sugar
Wheat - Fruits
Corn -> Vegetables
Spices -> Tobacco
Coffee -> Cotton

The update on the live game did NOT go smoothly, there was a glitch with cargo on ships that we couldn't sort out quickly enough and we were forced to remove those products that were currently cargo on units. So far everything else looks fine.

Another major change we made this morning was placing the 18 "Service" products under 3 new structures instead of them all being their own building. The new structures are:

Recreation Center
Public Service center
Infrastructure Center

Each one is essentially named after the category they were in and the 6 appropriate services were placed under them. This should make it easier to construct and manage different services in cities. It should be noted that all the service products generally take A combination of "Materials" components as their biggest one making it easy to switch from one product to another.


UPDATE: We forgot to mention that we have also loosened the Demand restrictions in Sol System. Before, it was impossible to sell demand down below 50, because the increase in the natural demand exceeded 1% at 50, and the demand would rise slower and slower as it maxed out naturally to about 150. Now You can Sell down the demand into the floor to a minimum of 10 and the Demand will rise naturally to about 200. The rate at which is the Demand rubber bands back down to 200 or rises up from a very low number is much softer now. Persistent selling or buying of products will have a much more persistent effect is Sol. Outside of sol the mechanics were not changed.

We are planning to finish all the mechanical changes to the game by the end of October so that we can spend all of November adding actual content (our word for Events) to the game. December we're planning to put in payment options and generally just polishing the game without any more changes.

Please report any problems you encounter as this was a bug change that wasn't thoroughly tested!
edited by DrDread on 10/25/2016
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Cainon
Cainon
Posts: 36


10/25/2016
Cainon
Cainon
Posts: 36
Just a small suggestion would be to have 3 x of Areas for your food types

Example: Pastures: Beef Lamb, Pork, Poultry Seafood (Instead of Fish) and maybe Dairy
Farms: Vegetables, Cotton, Sugar, Wheat, Rice
Plantations: Tabacco, Spices, Coffee, Tea, Fruits

It is just a idea

It will mean to open up another Area on the each planet but will keep them seperated from overloading.

It also give you specific areas on planets

EG: Earth like Planets will have more farming areas and greater output. where as Forrest Planet would more likely be better for Plantations and have them as a greater output.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


10/25/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Cainon wrote:
Just a small suggestion would be to have 3 x of Areas for your food types

Example: Pastures: Beef Lamb, Pork, Poultry Seafood (Instead of Fish) and maybe Dairy
Farms: Vegetables, Cotton, Sugar, Wheat, Rice
Plantations: Tabacco, Spices, Coffee, Tea, Fruits

It is just a idea

It will mean to open up another Area on the each planet but will keep them seperated from overloading.

It also give you specific areas on planets

EG: Earth like Planets will have more farming areas and greater output. where as Forrest Planet would more likely be better for Plantations and have them as a greater output.


That's not a bad idea. Separating the products into more resource types I think we would still have a problem of not having too many of those resources locations packed into the terrain worlds. I think we need to make more of those resources available on other world types but just make them lower values so they are not so scarce.
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Cainon
Cainon
Posts: 36


10/28/2016
Cainon
Cainon
Posts: 36
My other suggestion is to make gas giants uninhabitable only to be mined for the chemicals which will decrease the cities in all systems. Maybe Volcanic Colonies as well we dont have the technolgy yet except for mining them.

Ice plannets and if you have Ocean Planets in the game then it should be seafood(fish) in abundance maybe Exotic plants in a way. (Example is fish farms and because they have water).
Desert planets no fish but Pastures for Meats. Plants should be there aswell.
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Doctor Dread
Doctor Dread
Administrator
Posts: 1478


10/28/2016
Doctor Dread
Doctor Dread
Administrator
Posts: 1478
Cainon wrote:
My other suggestion is to make gas giants uninhabitable only to be mined for the chemicals which will decrease the cities in all systems. Maybe Volcanic Colonies as well we dont have the technolgy yet except for mining them.

Ice plannets and if you have Ocean Planets in the game then it should be seafood(fish) in abundance maybe Exotic plants in a way. (Example is fish farms and because they have water).
Desert planets no fish but Pastures for Meats. Plants should be there aswell.


I wouldn't make Gas planets uninhabitable but there is a mechanic already made but not implemented that lowers population growth depending on Planet Type. Gas Planets would still have cities but their populations would be not even be half of what a terran world is.

I cant make a particular product more abundant but I can greatly manipulate the amount and values of the resources per planet. Ice planets have a lot of water, Ocean planets are kind of an opposite of desert planets and desert planets have minerals and exotic plants. All planet type have a unique spread of resources. You will only find high level, like 20+ value Pasture or Farms on Terran worlds but there are pastures and farms possible on nearly every type.
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