Private econ doesn't build scavenging or commercial zones

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Elver
Posts: 114
Joined: Wed Jun 24, 2020 11:02 pm

Private econ doesn't build scavenging or commercial zones

Post by Elver »

These may or may not be bugs. You can start a game with private Scavenging (and you used to be able to get them as scrap cards), but once the game begins there will never be any more private Scavenging built. Similarly, there's no private Commercial Zones built, seemingly ever. The latter seems like it might be intentional because they're a regular (non-scrap) card like Militia Houses, but it still seems odd.

I also don't think I've ever seen new private Hunting built, even by hunter cultures.
Don_Kiyote
Posts: 47
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

RE: Private econ doesn't build scavenging or commercial zones

Post by Don_Kiyote »

I doubt scavenging is meant to be part of the private economy operations, design wise. That would be bad, considering the special and unique benefits of the asset. If it happened in my game, I would have to stop it. Only one reason is that is where my artefacts come from, and only there. There is only one 'Ruins' tile in my entire territory, and the others on the planet have majors sitting on top of them. Without that single tile, there would be no regime.

Conversely, starting with one makes good sense.

You answered your own question about Commercial Zones, and I don't see a problem there either. Hunting facilities I have never heard of in this game ;)

Having said that, the Private Economy does appear to have some odd behaviour in my game. Mostly by sitting on its money quite often, and listing the same, first Agricultural facility as "Next" for forever. Is my perception of 'odd' as easily explained from another player's perspective as OP's?
Heahengel
Posts: 7
Joined: Fri Oct 08, 2021 10:44 am

RE: Private econ doesn't build scavenging or commercial zones

Post by Heahengel »

Dome farms take huge amounts of workers to run. How much excess population do those cities have? Maybe they won't build it until they have enough excess workers to run it. I've frequently had cities stop building private assets because of insufficient population.

Take that with a grain of salt, though. I'm still figuring things out and making a lot of mistakes.
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Catasteroid
Posts: 23
Joined: Sat Oct 23, 2021 6:42 pm

RE: Private econ doesn't build scavenging or commercial zones

Post by Catasteroid »

Communities are generated either with a hunting, farming, scavenging or mining asset, the percentage of which type is displayed in the apocalypse section of planet generation IIRC, the hunting and scavenging community assets are unique in that they only have a single level and they are (again IIRC) never chosen to be built by cities post-generation. Commercial zones are an asset associated with a faction reward stratagem and again are never built by cities so both not being built is intended behavior as far as I'm aware.
Having said that, the Private Economy does appear to have some odd behaviour in my game. Mostly by sitting on its money quite often, and listing the same, first Agricultural facility as "Next" for forever. Is my perception of 'odd' as easily explained from another player's perspective as OP's?
The private agricultural assets are a flat 1000 credits each level (whereas most are 500/1000/1500 for levels 1/2/3 respectively) and the third and final level of the asset takes three turns to build and requires a hefty 35000 private workers to operate, cities will always prioritise building food production assets when private food levels are at a net loss per turn so if the community only generates a tiny amount of private funds and never gets those 1000 credits together from private funds and the public investment budget they're going to get stuck aiming to builf farms.
Don_Kiyote
Posts: 47
Joined: Tue Oct 26, 2021 1:37 am
Location: Trans-Cascadia

RE: Private econ doesn't build scavenging or commercial zones

Post by Don_Kiyote »

...if the community only generates a tiny amount of private funds and never gets those 1000 credits together from private funds and the public investment budget they're going to get stuck aiming to builf farms.

No, its not insufficient funds, which would make sense. I can sometimes see thousands in the Private Investment pot of a zone, around 8000 in the one zone, but no facilities have begun yet.

This opaqueness is fine for me, though. The unpredictability makes for a good part of the game. Im at turn 144, and the private economy has a proper role in the two biggest zones. Population limitations sound like a probable culprit for the third zone, where I would have otherwise expected to see something happen.

Both Labour, abundant and unattached, and Capital are needed.
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