This is not a full-fledged suggestion yet. Its not mean to change the Trade model, but to provide a means to reduce lag regardless of any changes to the trading model.
THE ISSUE BEING ADDRESSED
My understanding is that trade (any form of it), has to contend with the following two sources of lag:
THE PROPOSAL ADDRESS #2 ONLY
EXAMPLE:
IMPACTS
This will significantly reduce the impact of piracy/suppression calculations, as the base chance for pirates to spawn will be static over long periods, and only change when you change policies, build infrastructure, or add new trade routes. it wouldn't have to be continually updated. Each of these events will only affect specific star systems as well (your empire, or a small number of star systems in your empire).
Empires with little or no trade, can ignore piracy, or enact the lower form of the policy, and eliminate or rarely have to worry about piracy. However, heavily trade focussed empires, can still manage it with infrastructure.
This should also not eliminate piracy. So reacting to pirates will still be a requirement. Personally, instead of setting a fleet to "Patrol" a route, I would rather attach the fleet to a starbase and set it on "Alert", so that it auto-responds to pirates within a radius, and return to base after (if it still exists).
THE ISSUE BEING ADDRESSED
My understanding is that trade (any form of it), has to contend with the following two sources of lag:
- Calculating and continually updating trade routes, given the route can change.
- Calculating and updating piracy and suppression in every system that has trade passing through it, daily, or at least several times a month, given the volume of trade, proximity to patrolling fleets, starbases, and so on.
THE PROPOSAL ADDRESS #2 ONLY
- Replace piracy/suppression with a flat chance for pirates to spawn in any given star system.
- Introduce a new Policy Decision: Anti Piracy Operations.
- None.
- Standard: +2.5% Fleet upkeep, -X% chance for pirates to spawn.
- Aggressive: +5% fleet upkeep, -Y% chance for pirates to spawn.
- In addition to the above, specific infrastructure can increase/reduce the chance of pirates to spawn.
- Outpost: -Z% chance per level. +1 effect range per upgrade level.
- Precinct: -W% chance per upgrade level.
- Optional: chance for pirates to spawn is increased by number of trade routes passing through the system.
EXAMPLE:
- Say any given star system has a base chance of 1% per month for pirates to spawn.
- Lets says we set this to increase by 1% for every trade route passing through the system, so a system with 3 routes passing through it, will have a 4% chance per month for pirates to spawn.
- If your empire policy has an anti piracy policywith a -5% chance for pirates, the chance for pirates to spawn might be 4%-5%, or 0% chance per month.
- If the star system had 9 routes passing through it, the base chance could be 10% per month, with -5% from policies. You would have to consider constructing a starbase in the region to reduce the chance of pirates spawning.
IMPACTS
This will significantly reduce the impact of piracy/suppression calculations, as the base chance for pirates to spawn will be static over long periods, and only change when you change policies, build infrastructure, or add new trade routes. it wouldn't have to be continually updated. Each of these events will only affect specific star systems as well (your empire, or a small number of star systems in your empire).
Empires with little or no trade, can ignore piracy, or enact the lower form of the policy, and eliminate or rarely have to worry about piracy. However, heavily trade focussed empires, can still manage it with infrastructure.
This should also not eliminate piracy. So reacting to pirates will still be a requirement. Personally, instead of setting a fleet to "Patrol" a route, I would rather attach the fleet to a starbase and set it on "Alert", so that it auto-responds to pirates within a radius, and return to base after (if it still exists).
Last edited:
- 3