This is a revelation for me. Didn't realise it worked like that. I've been going way overboard on piracy protection in that case. So I've probably been making micro for myself.One more thing Piracy is only 25% of trade value
Thanks for sharing
This is a revelation for me. Didn't realise it worked like that. I've been going way overboard on piracy protection in that case. So I've probably been making micro for myself.One more thing Piracy is only 25% of trade value
It's not needless micro. You have to actually deal with the consequences of a large empire. I don't think having to take a few seconds to assign a fleet to patrol, or build and extra starbase or two along heavy trade routes is a big deal. I mean, if your goal is to play the game of get minerals, build doomstack, steamroll galaxy and that's all that's fun for you, then I suppose piracy, economics, etc. will be a "needless micro". Maybe you should play a different game.
I personally like the idea that I can't 100% deal with the costs of a large empire and have to divert resources or suffer the consequences. Most of the time, it's quite manageable even still. Even corvette patrols aren't that bad and that don't need to suck up that much naval capacity. A few fleets of 8-12 ships is generally enough.
Your post didn't complain about micro, but...I think your suggestions still require a bit of work and aren't any more meaningful than what we already have. Starbases and trade routes are still important in determining where and how much piracy there is, and I don't want sectors managing those, nor do you suggest that. Fleets on patrol already run themselves, so what's the difference between that and telling sectors (whose shape and size you can't change -- do you really want to have to work around *that*?) to have fleets patrolling? Now that we have the fleet manager, you already have a mechanism to specify how many ships and replenish/enhance as needed with basically two or three clicks. Trade routes don't change a whole lot, so you rarely have to change where your fleets are except to add new ones. And for the once in a while when you do...what's the big deal? Play the game instead of having it play itself for you. You should optimize your piracy protection instead of having the game figure it all out for you.Seeing as how I often use the phrase "needless micro" I assume that is directed at me. I also assume you didn't see my post where I'm recommending another [better?] system that would allow the player to make the high-level decisions while not having to manually scan the map in 'pirate mode' every 5 minutes to look for hotspots.
Specifically in my proposal piracy could cause permanent losses of active trade AND you'd get no excess food, minerals, energy, alloys, CG, strategics, etc. AT ALL from entire sectors where piracy is too high.
I'd be happy to go into much greater detail but I figured not everybody would have the stamina to read through the whole proposal including UI adjustments, notifications, etc.
EDIT: Summary: I'd like to have even a harsher system so not paying attention to piracy would punish you MORE. I just don't think the current implementation is up-to-snuff seeing as you can't easily custom configure piracy protection routes and similar. Letting the AI handle patrol routes or trade escort missions or similar would be fine by me. Player decides how many fleets, to what sectors, etc.
Your post didn't complain about micro,
but...I think your suggestions still require a bit of work and aren't any more meaningful than what we already have.
Starbases and trade routes are still important in determining where and how much piracy there is
, and I don't want sectors managing those, nor do you suggest that.
Fleets on patrol already run themselves, so what's the difference between that and telling sectors (whose shape and size you can't change -- do you really want to have to work around *that*?) to have fleets patrolling?
Now that we have the fleet manager, you already have a mechanism to specify how many ships and replenish/enhance as needed with basically two or three clicks.
Trade routes don't change a whole lot, so you rarely have to change where your fleets are except to add new ones.
And for the once in a while when you do...what's the big deal? Play the game instead of having it play itself for you. You should optimize your piracy protection instead of having the game figure it all out for you.
For the others who are actually complaining about needless micro, I'm honestly trying to figure out what people want to actually do in this game when they keep complaining about having to spend any time actually playing it. Managing the economy is micro, piracy is micro, expanding is micro, etc. Do you want to just watch a movie or do you want to play a game? I don't think we need to add another element where the game plays itself. Yes, you should have to take the time to look at where piracy is becoming a problem and take steps to deal with it. It shouldn't be automatic.
Basically I suspect many people don't mind a lot of the current systems HOWEVER those systems become un-fun when you get 'too many' planets, sectors, trade routes, etc.
This is where you hit the nail on the head. I don't mind piracy, I just mind the implementation, particularly the busywork arising from managing trade protection in a sprawling empire of hundreds of systems and dozens of trade nodes. If the system was more intuitive and simplified (merge the concepts of trade suppression and protection please), had less bugs (CTD from trying to reroute trade, yay) and a better UX (easier visualization of protection, jump to starbase by right click from the trade menu) it'd be an entirely different ballgame.
WOW YOU'RE GOOD MATE!!!
You're suggesting precisely what I said I had to do to save my trade value.
I'll admit I never saw that coming.
Did you even read the thread or are you just randomly shitposting?
I said:
"Losing 250+ tradevalue from 5 different routes is WAY more than what it would costs to plop down the basic bases. A fast count tells me I would need around 20 bases to close my tradenetwork off and gain 1250+ extra trade value.
Sadly, this runs up to several thousand alloys, and as such, I'd rather annex a neighbor.
This doesn't change the fact that if you actually want to save your trade value, the best way to do it is with lvl 1 starbases."
I was replying to the post I quoted, and I did not remember your first post from the beginning of the thread, which I did read at an earlier time. I'm sorry my attempt to provide information seemed like an attack or a critique of you and your gaming skills. That was not my intention. As you pointed out, I provided you with information of which you were clearly already aware, and it seems possible that if I had re-read the entire thread, I might have realized that you and i were making very similar points. Or maybe I still would have made the same mistake.
Based on all the threads about trade right now, it seems like a lot of people are having difficulties with the new systems. I find the new trade system to be quite manageable, and so I've been trying to offer my insights on these threads in the hopes that other players might understand the systems better and have a more enjoyable experience. I never intentionally "shitpost," or try to tear anyone down on these forums. Misunderstandings happen. Sorry I misunderstood your post.
I only build trade buildings in planets less than 6 jumps from the capital and don't build any starbases over these planets, so the trade goes directly to the capital without any trade route.
Have had one pirate spawn in the whole game as of 3350
This is where you hit the nail on the head. I don't mind piracy, I just mind the implementation, particularly the busywork arising from managing trade protection in a sprawling empire of hundreds of systems and dozens of trade nodes. If the system was more intuitive and simplified (merge the concepts of trade suppression and protection please), had less bugs (CTD from trying to reroute trade, yay) and a better UX (easier visualization of protection, jump to starbase by right click from the trade menu) it'd be an entirely different ballgame.
But you then miss out on the Deep Space Blacksite for those planets.
In some cases, I'd rather have the stability than the trade (although I don't think the two are incompatible).
3350. That beats my record. How many wonders did you end up building?
People play until 3350?
Impressive.The topic says it all and I'm not going to respond to all the fanboys out there that want all this extra micro-management in the game. I was actually enjoying the game UNTIL all the piracy micro.
Back to Crusader Kings II and Europa Universalis IV.
The topic says it all and I'm not going to respond to all the fanboys out there that want all this extra micro-management in the game. I was actually enjoying the game UNTIL all the piracy micro.
Back to Crusader Kings II and Europa Universalis IV.