Well, I guess all I can say is it's another thing I don't like about this game. There's plenty of things I do like, and a few that annoy the crap out of me (such as this).
JeBuSBrian
Well, I simply responded to the answer given, I didn't really answer it myself Either way, in my opinion, it's a flaw in the game, whether intentional or not. No freighter captain would say to himself 'Hey, what do you say we cut the engine power to 1/15th and take our sweet time. Sure, we risk being blown out of the sky by the enemies, but our cargo will be worth more that way
I can see the trade being based on the distance travelled, but the time it takes to travel? That's absurd. That would be like UPS charging more for 10 day shipping than they do for 3 day shipping. The time travelled should not be a factor in trade, because then the game has to impose an artificial speed limit.
Excuse my reasoning if I am incorrect here, please. Wouldn't the 'monthly income' be directly tied to the speed of the ship? If it takes the ship 1 month to travel to and from a planet, and it gives you 10bc for that month, wouldn't it stand to reason that a ship that can go back and forth twice a month would make more than a ship that can travel only once? All I can say is that the best defense I can think of for a freighter is to outrun the enemy. If I can travel faster than thei
Marcathonas, the amount the domestic policy shows seems to change. So how can I trust how much I'm making? If they are 'subfreighters', why do they carry the same ship designation as the freighter I created, and why is there only 1 on each route? Clearly these are the exact freighters I built and sent out to these planets. So why can they not operate as built? Is the 'Eyes of the Universe' a 1 per civ thing, or a 1 per game thing? If it's 1 per civ, I'd say fine. If it's 1 per
I can't say I agree with limiting the speed. Why would such an artificial limit be placed on it? If I create a freighter that moves 15p/turn, why can't it always travel that fast? It just seems like the entire trade system is shrouded in mystery. The freighters don't act the way you make them. The amount of money you get from them is anyone's guess. They're practically sitting ducks, because escorting a freighter with a fleet for 30+ turns is a waste of a fleet.
$
I have the feeling this needs to be bumped to appear in recent posts... silly forum.
If I create a freighter that moves 17 parsecs per turn, why, after I establish a trade route, does it only move 1 parsec per turn? Am I incorrect in assuming this is the same ship?
Not much it appears
Seems to me it's something the developers just missed during the update. Should be an easy fix.
I have an issue with the Ownership not updating on the minimap. Actually, it appears as if they minimap doesn't update at all if it's zoomed in.
I don't think anyone here has said it's a bad game. I think it deserves high reviews, because it is a well designed game. But I'd still have to say there's nothing to emotionally attach to in it.
I just finished the campaign and all I can say is 'bleh' I didn't feel at all involved in it. Accomplish the goal, read the next, accomplish the goal, read the next. Where was the flavor? Instead of telling me that Earth is threatened, SHOW ME! Give me a cut scene with a battle raging over Earth, some alien admirals swearing at me over the comms. ANYTHING! I felt nothing at all the whole time. Which is sad because I think this game has good mechanics.<
Had the same problem with the ship design CTD. Designed ship, hit save, wouldn't save so hit done, exit design, show description window, CTD.