Open matthewhively opened 4 years ago
DE should be
trade value of 25090 seems to make most of the trade multiplied numbers look better. (at least not with 99s everywhere) and 65060 for cruiser freighters.
Revise freighters to have low construction cost, but high fiscal cost. It should essentially be a "contract" for a pre-existing civilian ship. Therefore the limiting factor on scaling up trade is how much you can afford, not how quickly you can construct.
QFreighters are the normal construction cost.
In phase 1 there is a lot of weird effects.
Each trade route should be worth 25k (23k + 2k minimum) QUESTION: how does min_income interact with startup_income? QUESTION:
TRADE_ROUTE_REQ_TRADERATE
does what? QUESTION:TRADE_ROUTE_OWNERS_SHARE
does this only effect foreign trade?Currently in our phase 1 game:
~QUESTION: How are these values related to whats in StrategyVars.txt~ ? Morrigi bonus is not configurable, hardcoded
QUESTION: is it configurable anywhere? QUESTION: what does it start at? QUESTION: is it race specific
NEW IDEA for revised cost structure Instead of pre-subtracing the maintenance costs of freighters from the trade routes, I should do the following
By doing this the AI gets a bonus from trade right away, and human is break even. It'll help nerf human players VS AI