Food Trade

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Lithari
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Food Trade

Post by Lithari »

Hiya,

I have noticed that this part of my colonies never increase or anything, it stays at 0 at all times, so is there going to be any use for this in the finished product?? just curious really.

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Zaimat
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Re: Food Trade

Post by Zaimat »

Food buildings also used to sell/trade excess food (and generate money) but it was unbalanced so we disabled it hence right now you can only purchase food if the colony can't meet the demand of the population.

We may review this at a later point to see if it makes sense without unabalancing.
Horizon - Lead Designer | a.k.a. Raf

jorgen_cab
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Re: Food Trade

Post by jorgen_cab »

I noticed this as well... my farm worlds never traded their food to other worlds while worlds with negative food nearby had billions of credits in the negative.

So, I presume building farm worlds is not a viable option?

I would be sad if this nice feature was dropped. It is realistic for trade of that kind to take place and if you have food that go to another world you should perhaps get some trade income on the food planet and buy the food cheaper on the target planet but still have to buy it. All in all you would be negative but the specialization on the other world and producing food on a mineral poor world seem the prudent thing to do.

This would end up netting you a better income in the end but not an unbalanced one.

Otherwise I fear we will end up in mostly general worlds and that is not as much fun as if we have to manage the economy with more finesse.

Lithari
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Re: Food Trade

Post by Lithari »

Zaimat wrote:Food buildings also used to sell/trade excess food (and generate money) but it was unbalanced so we disabled it hence right now you can only purchase food if the colony can't meet the demand of the population.

We may review this at a later point to see if it makes sense without unabalancing.
Ok, good to know.

But it could be used for events like a world in famine due to a disaster on that world and you can choose to send as much surplus food as possible, perhaps it could be used for that?? It wouldn't give any profit to you, so I don't think that would be unbalancing, but I tend to not see the big picture most of the time.

TheBeardyMan
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Re: Food Trade

Post by TheBeardyMan »

Definitely needs to be fixed. Surplus food on planet A disappearing into a black hole in combination with a food shortage on planet B being charged at extortionate prices is viciously unbalanced against the player.

The moral of this story: If a feature is causing a game balance problem, disabling half of the feature will make it worse, regardless of whether you disable the right half or the wrong half.

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Zaimat
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Re: Food Trade

Post by Zaimat »

Disabling it was temporary, there are changes coming to colony management, will likely be enabled along with it.

At the same time most perishable foods would be lost on a colony and packaging and transports costs etc explain why food trade is expensive if not locally produced. This won't change the premium colonies with a shortage pay but it will mean a part of the excess food can be sold to traders so it would generate some extra income.
Horizon - Lead Designer | a.k.a. Raf

Lithari
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Re: Food Trade

Post by Lithari »

Zaimat wrote:Disabling it was temporary, there are changes coming to colony management, will likely be enabled along with it.

At the same time most perishable foods would be lost on a colony and packaging and transports costs etc explain why food trade is expensive if not locally produced. This won't change the premium colonies with a shortage pay but it will mean a part of the excess food can be sold to traders so it would generate some extra income.
Well, while you are correct, but most of the time, its due to companies' way of trying to spend as little money as possible that causes a lot of the food being wasted, I mean, there is enough wealth, food on this planet to fix all the problems, but nothing gets done because the ones with the stuff doesn't see how they benefit from it.

When it comes to prices in games, even mmos have this problem, like on starwars the old republic, you have all sorts of crafting possibilities and all the crafters tend to do is spend as little as possible and charge as high as possible, they don't think about how much they can do to help other players, while making a decent profit in the process, they just see how many 0's they can add onto the price tag.