Panpiper
Posts: 44
Joined: 7/9/2005 Status: offline
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quote:
ORIGINAL: Theluin ...the expansion planner's resource list is sorted by your demand by default. I find the expansion planner's default sorting to be worse than useless. It will put at the top of the list whatever is being demanded the most at that exact instant in time, never mind that you already have a large stockpile of it and that the price of the material is at minimum due to an ample supply. In that same sorting, I will often as not have an even higher demand for steel, which is both at maximum possible price due to a shortage of demand relative to supply, as well as being already at a higher price than what is listed at the top of that screen, and steel will be somewhere half way down the page, scroll down to find it. A far better indicator of what is truly needed I feel must be price inflation, build more mines to cover whatever resource is experiencing a price inflation due to a supply shortage relative to demand, with the greatest priority being of course, that which is experiencing the greatest price inflation. I have rarely seen a price inflation for luxury good that already have two or three supply points. On the other hand, I've had steel still pushing maximum price despite me having 72 decently producing steel mines. Unrelated to precisely 'what' mines to build; It is useful to have a colony with a spaceport roughly every 700 space units or so, which will keep the travel time for your private sector ships very reasonable, they'll have the choice of which direction to go to drop off their goods. These do not have to be big spaceports. More than one such spaceport per 700 space units is largely a waste of maintenance costs, feel free to leave some colony worlds without spaceports if there is more than one within the same 700 units of space. You only need however many big space ports as are necessary to support your shipbuilding and refitting.
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