Offworld Trading Company and Hyperlane Register

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NotAYakk

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Feb 26, 2021
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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.
 
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HFY

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Just remove Hyperlane Registrar.

Put the +1 range on Offworld Trading Company, unlocked by the 2nd tech.

Mercantile Tradition can increase the range by another +1 (and NOT apply to every upgraded starbase).
 
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NotAYakk

Major
Feb 26, 2021
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630
Actually, Offworld Trading Company being +1 trade protection range, and per trade hub: +2 trade protection, +2 trade, +1 trade protection range.

You get early-on trade protection (if not that large) for far-off trade stations, and even late-game the +1 net range bump is probably worth -8 protection of a hanger.


Hyperlane Registrar is still relatively niche. Maybe +5% planet trade value and +1 trade range? That makes it worth putting above trade capitals, and is far easier than my job idea.
 
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GhostDanny

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You should really only ever need to have your capital be your dedicated trade hub, any ways.
Larger trade planets out of the range of your trade hub, generally gets an anchorage station, with late game you're building gateways...
 

HFY

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You should really only ever need to have your capital be your dedicated trade hub, any ways.

Sometimes events and Jump-using enemy AIs (since the 3.3 beta) will drop a fleet into my capital, so I prefer to keep some fleets there.

That means Crew Quarters and some Shipyards (because the fleets can't stay there if they have to go elsewhere for upgrades), so usually I just make the capital station my early shipyard and build it out as such.

That in turn means I put my 6 hub trade station one jump away from my capital.
 

GhostDanny

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Sometimes events and Jump-using enemy AIs (since the 3.3 beta) will drop a fleet into my capital, so I prefer to keep some fleets there.

That means Crew Quarters and some Shipyards (because the fleets can't stay there if they have to go elsewhere for upgrades), so usually I just make the capital station my early shipyard and build it out as such.

That in turn means I put my 6 hub trade station one jump away from my capital.

Still doesn't change my point.
 

HFY

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Still doesn't change my point.

Your point is that your capital should be your trade hub, when for me it seems like that's a terrible idea because some things target your capital and it needs defenses which don't co-exist with a trade hub.

Seems like that is a direct refutation of your point, but maybe I'm missing something. Feel free to elaborate if I did.
 

GhostDanny

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Your point is that your capital should be your trade hub, when for me it seems like that's a terrible idea because some things target your capital and it needs defenses which don't co-exist with a trade hub.

Seems like that is a direct refutation of your point, but maybe I'm missing something. Feel free to elaborate if I did.

No, I must have explained it badly.
I meant you only need one tradehub, I use the capital system myself for that.
 
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HFY

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No, I must have explained it badly.
I meant you only need one tradehub, I use the capital system myself for that.

Ah yes, agree that having one big trade hub is where I end up, and sometimes I can have only one for the whole game.

But it's not in the capital for defense reasons, it's one jump away.

One other time this matters is when I'm building a gateway network. Ideally, I want a gateway in my hub system, but FEs could use your gateways for travel, and they can turn hostile. Having the hub one jump away means the trade hub's FTL inhibitor will keep the FE fleet busy for a little while, hopefully long enough to get my defense fleets on them, and prevent them from bombarding my empire capital.
 

GhostDanny

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Ah yes, agree that having one big trade hub is where I end up, and sometimes I can have only one for the whole game.

But it's not in the capital for defense reasons, it's one jump away.

One other time this matters is when I'm building a gateway network. Ideally, I want a gateway in my hub system, but FEs could use your gateways for travel, and they can turn hostile. Having the hub one jump away means the trade hub's FTL inhibitor will keep the FE fleet busy for a little while, hopefully long enough to get my defense fleets on them, and prevent them from bombarding my empire capital.

I only ever the AI jump on me ONCE in countless runs.
So now I just have a rapid response fleet in reserve for just such an occasion filled with just Corvettes and Destroyers.
 
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