Pocus
Posts: 566
Joined: 9/22/2004 Status: offline
|
Hi there, I don't want to throw the baby with the water bath, because most of the time the civilians ships do good, but still, there are loopholes I think must be addressed. First, we should be able to interdict a system to civilian shipping, because of whatever menace is there. I don't know if there is some kind of memory for civilian ships, I think there is one, but it is not working that well. They really tend to forget that some systems are not good for their health. Second, I have just too many cases where the civilian ships don't haul their arse enough, sorry to put it that way. Typical example: a) Earth orbit: several idle civilian ships b) lot of caslon, no fuel problem c) Earth stockpile in steel: 75.000 d) nearby developed colony, stockpile in steel: 930 Bottom line, I as a player would surely want to move say 5000 steel to the nearby colony, so I can engage in some extra ship building. The civilians don't do that, and are happy to stay idle (many are working, but no one on that). On the same trend, where there are several idles ships, one or two at least should really look at the stock of mining stations and bring it back to a planet, in case the station is blown of with say an extra stockpile of 15.000 caslon or Tyderios, gold, whatever sitting idle. That's just common sense... Even if there is no immediate need for this stock, it is better to store it on a planet that is tougher to beat compared to a lone mining station in deep space. Cutting to the chase... I really think there are several improvements still needed, after 2 expansions and lot of patches, to the civilian reshuffling algorithm.
_____________________________
AGEOD Team - Lead Developer Check our historical strategy games on the American Civil War, the Roman Republic, Frederick the Great, War of American Independence and others!
|