Offworld Trading Company is so bad it is a trap. For the cost of a technology you get to spend 100 alloys, a starbase building slot, and then on a specialized trade station ... still get less resources than a hydroponics station would.
Even on a later game station with 6 trade hubs it is only 12 trade. Meanwhile, solar panels are 10 energy and can be built everywhere and are modules (different empire type), and hydroponics are buildings for 10 food and can be built everywhere and the technology does something else as well!
The 2 trade per trade hub is basically a ribbon.
Proposal:
Offworld Trading Company: +1 trade protection range per trade hub, +2 trade per trade hub, +1 trade collection range, +5 trade protection (flat)
this is great to put into a relatively far-off starbase. It can have hubs to collect local resources, and add on protection modules to get it back home safely.
This makes Hyperlane Registrar a bit obsolete. It is also currently configured to be choke point based.
Change it to require an inhabited planet (like deep space),and
Hyperlane Registrar: +1 trade collection range, and planets in system gain jobs:
Militant: Soldier (Ship 9 9 9 you are cleared for the green security route, stay clear of yellow zones)
Spiritualist: Priest (Do you accept Glorb into your heart?)
Materialist: Scientist (Take a look at how the hyperlane frequency response hydrates!)
Xenophile: Merchant (Trade runs the world baby)
Xenophobe: Culture Workers (Travel brings alien ideas. We must keep them out.)
Egalitarian: Bureaucrat (How can we use this more fairly?)
Authoritarian: Enforcer (Travel risks crime, we must keep our people safe)
(1 for normal, 2 for fanatic)
These represent people managing the hyperlanes in this system.
Even on a later game station with 6 trade hubs it is only 12 trade. Meanwhile, solar panels are 10 energy and can be built everywhere and are modules (different empire type), and hydroponics are buildings for 10 food and can be built everywhere and the technology does something else as well!
The 2 trade per trade hub is basically a ribbon.
Proposal:
Offworld Trading Company: +1 trade protection range per trade hub, +2 trade per trade hub, +1 trade collection range, +5 trade protection (flat)
this is great to put into a relatively far-off starbase. It can have hubs to collect local resources, and add on protection modules to get it back home safely.
This makes Hyperlane Registrar a bit obsolete. It is also currently configured to be choke point based.
Change it to require an inhabited planet (like deep space),and
Hyperlane Registrar: +1 trade collection range, and planets in system gain jobs:
Militant: Soldier (Ship 9 9 9 you are cleared for the green security route, stay clear of yellow zones)
Spiritualist: Priest (Do you accept Glorb into your heart?)
Materialist: Scientist (Take a look at how the hyperlane frequency response hydrates!)
Xenophile: Merchant (Trade runs the world baby)
Xenophobe: Culture Workers (Travel brings alien ideas. We must keep them out.)
Egalitarian: Bureaucrat (How can we use this more fairly?)
Authoritarian: Enforcer (Travel risks crime, we must keep our people safe)
(1 for normal, 2 for fanatic)
These represent people managing the hyperlanes in this system.
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