New game features in development
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I realize it's not normal to ADD features in game development but that was why we kept the base design relatively simple so that good suggestions and ideas could be added.
We are implementing trade and here's how we're looking at doing part of it:
You build a freighter, you then take freighter and send to a particular destination and a trade route is formed.
The amount for the traderoute is determined by the distance traveled by the route and the combined population of the the source star system and destination star system.
Once the route is formed, a miniature version of the freighter is created that automatically travels the route back and forth. The player collects revenue each turn as the freighter moves.
The amount you receive from the route per turn changes somewhat as it gets further and further.
Example:
If your freighter travels from Sol to Drengi and the distance is say 50 spaces away and the value of the trade route is 100 total, you would receive amounts like 1 to 4 per turn depending on the distance away from Sol the freighter is.
Why do that? Because your enemies can attack and destroy the freighter. However, when the freighter is destroyed, you don't have to rebuild it (it would become very tedious to do that). A new freighter is automatically created and starts over again.
So what this means is that in times of war, you will lose revenue from trade where the amount you lose depends on how far away from your local star systems you control space and gives players an incentive to gurad their trade routes with ships.
This also paves the way for a GalCiv 1.x or 2 feature of having piracy be a path to power - create marauders and hijacker class star ships who actually get $$$ when they attack a freighter based on the player's piracy ability.
Jsut to reiterate, players don't have to do any micro managing at all of trade routes. The freighters go automatically and are recreated automatically when destroyed AFTER the initial trade route has been created.
Trade routes shouldn't be confused with trade goods which is a totally different thing (you trade those in the diplomacy dialog).
We are implementing trade and here's how we're looking at doing part of it:
You build a freighter, you then take freighter and send to a particular destination and a trade route is formed.
The amount for the traderoute is determined by the distance traveled by the route and the combined population of the the source star system and destination star system.
Once the route is formed, a miniature version of the freighter is created that automatically travels the route back and forth. The player collects revenue each turn as the freighter moves.
The amount you receive from the route per turn changes somewhat as it gets further and further.
Example:
If your freighter travels from Sol to Drengi and the distance is say 50 spaces away and the value of the trade route is 100 total, you would receive amounts like 1 to 4 per turn depending on the distance away from Sol the freighter is.
Why do that? Because your enemies can attack and destroy the freighter. However, when the freighter is destroyed, you don't have to rebuild it (it would become very tedious to do that). A new freighter is automatically created and starts over again.
So what this means is that in times of war, you will lose revenue from trade where the amount you lose depends on how far away from your local star systems you control space and gives players an incentive to gurad their trade routes with ships.
This also paves the way for a GalCiv 1.x or 2 feature of having piracy be a path to power - create marauders and hijacker class star ships who actually get $$$ when they attack a freighter based on the player's piracy ability.
Jsut to reiterate, players don't have to do any micro managing at all of trade routes. The freighters go automatically and are recreated automatically when destroyed AFTER the initial trade route has been created.
Trade routes shouldn't be confused with trade goods which is a totally different thing (you trade those in the diplomacy dialog).