Trade and Tourism
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Trade and Tourism
Is there any point to building anything above the level 1 Trade Docks and the level 1 Pod Racing?
There doesn't seem to be a cap on growth (+64 bc a turn from 1 planet). And when I build the level 2 and then decommission them there is no change.
There doesn't seem to be a cap on growth (+64 bc a turn from 1 planet). And when I build the level 2 and then decommission them there is no change.
- FrozenFallout
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Re: Trade and Tourism
CrispyMouse wrote:Is there any point to building anything above the level 1 Trade Docks and the level 1 Pod Racing?
There doesn't seem to be a cap on growth (+64 bc a turn from 1 planet). And when I build the level 2 and then decommission them there is no change.
Interesting I now need to run a game where I take a look into this, Prior I actually upgraded both about as much as possible over Industry and Research (although research is right behind it depending on the planet).
How late into the game did you try this? Did you have any trade agreements with different races or have you scouted most of the systems around you that where owned by the other empires?
If your making +64 BC a turn Im guessing this is later in the game. I will have to start up a game tonight and start messing around with the different structures. I always took it to heart that the multipliers they say you get where working. But now that you mention it I never so much of a big gain when it came to income after upgrading these buildings.
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Re: Trade and Tourism
I would consider it late game, since I have explored all the planets. I have over 100 colonies, and 4 alliances. I also just completed all my research.
Re: Trade and Tourism
Well, I just build the level 1 buildings for trade and tourism on all colonies and they always give good profit when the colony gets to a good population level, obviously, the smaller the max population, the smaller the income, but you never have income issues at all, though the game is still in beta, so I am sure this will change as the game gets developed and balanced.
I do think they need to make it so that the majority of colony income is from taxes, not trade or tourism, it should help, but not at the levels it is at currently.
I do think they need to make it so that the majority of colony income is from taxes, not trade or tourism, it should help, but not at the levels it is at currently.
Re: Trade and Tourism
There is a cap on the population factor (between the two colonies, of which a certain amount make up the traders/tourists visiting your colony) but not on the building level modifier that increases the amount of traders/tourists.
When you destroy a trade or tourism building you need to advance a turn to see any changes. Did you try this?
Also the way Trade building benefit works right now, it uses the lower of the two buildings between the two colonies where the traders are coming from. There is no such restriction for Tourism buildings, the receiving colony building level is the only factor in this regard.
When you destroy a trade or tourism building you need to advance a turn to see any changes. Did you try this?
Also the way Trade building benefit works right now, it uses the lower of the two buildings between the two colonies where the traders are coming from. There is no such restriction for Tourism buildings, the receiving colony building level is the only factor in this regard.
Horizon - Lead Designer | a.k.a. Raf
- FrozenFallout
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Re: Trade and Tourism
So I gave this a test, Im mid game, year 2275 and Im testing this on my home world.
I upgraded Entertainment to Mecca and have Trade Centers, as of 2275 with these I make 1.69 billion a turn from Trade and 3.12 billion from Entertainment. I also downgraded them this year.
Year 2276 with Trader Docks and Pleasure Domes I make, 1.31 billion from Trade, and 1.87 billion from Entertainment.
Year 2277 with Trade Docks and Pleasure Domes I make, 1.32 billion from Trade and 1.9 billion from Entertainment.
So looks like its working as intended although Trade from what I can tell from all my other play throughs is much worse to upgrade then Entertainment. Perhaps due to the constraints that Zaimat points out with Trade being capped based on the other planets Trade abilities while Entertainment doesn't have such a cap.
I upgraded Entertainment to Mecca and have Trade Centers, as of 2275 with these I make 1.69 billion a turn from Trade and 3.12 billion from Entertainment. I also downgraded them this year.
Year 2276 with Trader Docks and Pleasure Domes I make, 1.31 billion from Trade, and 1.87 billion from Entertainment.
Year 2277 with Trade Docks and Pleasure Domes I make, 1.32 billion from Trade and 1.9 billion from Entertainment.
So looks like its working as intended although Trade from what I can tell from all my other play throughs is much worse to upgrade then Entertainment. Perhaps due to the constraints that Zaimat points out with Trade being capped based on the other planets Trade abilities while Entertainment doesn't have such a cap.
Re: Trade and Tourism
That's possible??CrispyMouse wrote: I also just completed all my research.
When in danger or in doubt, run in circles, scream and shout.
- FrozenFallout
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Re: Trade and Tourism
Its possible with enough planets built for research and after a full exploration of the galaxy and many turns later you can max out techs to 10, although I think the intent as stated somewhere else, that the devs want to make it near impossible to have all techs fully upgraded to 10 but its still in the balancing stages like the EconomyYarodin wrote:That's possible??CrispyMouse wrote: I also just completed all my research.
Re: Trade and Tourism
Nothing is impossible.FrozenFallout wrote:Its possible with enough planets built for research and after a full exploration of the galaxy and many turns later you can max out techs to 10, although I think the intent as stated somewhere else, that the devs want to make it near impossible to have all techs fully upgraded to 10 but its still in the balancing stages like the EconomyYarodin wrote:That's possible??CrispyMouse wrote: I also just completed all my research.
- FrozenFallout
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Re: Trade and Tourism
but some things are improbable...
Re: Trade and Tourism
Nothing isn't impossible. I frequently do nothing. Sometimes for days
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Re: Trade and Tourism
Turn 252 - 198 Colonies and the Cyber Center. Started with all 9 alien species, but the Har'Kan have moved on. I'm playing with the missions so I got the Har'Kan's stargate to work and they abandoned ship.
I haven't been able to test the effects of the buildings yet, due to the fact that my population is still growing, so I haven't hit the limit yet on the level one trade and entertainment. Therefore even when I build a level two and then wait a few turns to destroy it, my revenue continues to grow in the turns after I revert back to level 1.
I haven't been able to test the effects of the buildings yet, due to the fact that my population is still growing, so I haven't hit the limit yet on the level one trade and entertainment. Therefore even when I build a level two and then wait a few turns to destroy it, my revenue continues to grow in the turns after I revert back to level 1.
Re: Trade and Tourism
While reviewing the code on this, I revised the formula to be a lot more precise and accurate. We were using integers so there was a lot of rounding going on early on, they have been converted to use floating point (decimals) until the final result.
Horizon - Lead Designer | a.k.a. Raf
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Re: Trade and Tourism
So I decided to convert from Science (since I have everything at 10 and everything is surveyed) to Trade and Entertainment (only cost me roughly 60 tc).
Saw an immediate jump from ~8 tc a turn on level 1, to ~12 tc a turn on level 2. And then a second jump to ~18 tc a turn on level 3 trade and entertainment. So they are working.
On a side note, it is really annoying to destroy 4 structures (Cyber Center on down to nothing) on 200 planets, then I had to destroy the Level 4 Farm on 190ish planets.
But hey I make enough each turn to produce all four classes with rush production on every planet I own
Saw an immediate jump from ~8 tc a turn on level 1, to ~12 tc a turn on level 2. And then a second jump to ~18 tc a turn on level 3 trade and entertainment. So they are working.
On a side note, it is really annoying to destroy 4 structures (Cyber Center on down to nothing) on 200 planets, then I had to destroy the Level 4 Farm on 190ish planets.
But hey I make enough each turn to produce all four classes with rush production on every planet I own