SowerCleaver wrote:
eleazar wrote:
Netural Nodes: Partial exchange of food occurs between planets whose connection must pass through a neutral starlane node. Partial exchange is 50% of full exchange.
A neutral node is a system that:
* Contains no ships or inhabited planets.
* Contains only netural ships and/or planets.
* Contains your side's planets, and a both your side's and enemy ships at some point in the turn.
What is the reasoning behind the structure where situations like the 1st and 2nd bulletpoints are treated the same as a situation like the 3rd bulletpoint? I would think 50% exchange is still a penalty and don't see why merchant ships cannot pass through unhindered non-inhabited systems or neutral systems. As to contested situations like bulletpoint 3, I agree with the 50% penalty.
Geoff the Medio wrote:
I don't see a need to have a concept of "partial exchange".
There could be just two classes of node: open and blocked. Open nodes are nodes that aren't blocked. Blocked nodes are systems that contain enemy military ships (at war with your empire) or are being blockaded (not at war, but not letting your ships (inc. freighters) pass). Unexplored systems are also effectively blocked. Previously-explored but presently empty systems are not blocked. Ships have to stay in a systems for a whole turn to block it. Is there anything important this doesn't achieve that the concept of neutral nodes would?
The game doesn't
need "neutral nodes," but IMHO the minimal increase in complexity is justified by the increase in strategic interest. It seems oversimplified to me that resources flow equally well between your core worlds and the "outer rim" colonies with (possibly many) empty or non-friendly systems in between. Notice that an empty node is turned from "neutral" to "friendly" if you park some military ships there— sort of an ad-hoc garrison. Commerce to multiple outlying colonies can be
partially disrupted by destroying a garrison, or blockading a strategic system. In an "open/closed" system described above, the only way to disrupt commerce to a group of planets is to completely surround them. Of course
completely blocking commerce is the same in either proposal.
From a GUI perspective, the colored lines drawn between adjacent systems that you control, were a far too obvious and elegant item, for me to avoid thinking of game-state information for them to communicate.
Also it seemed too lenient that battle in a system would not disrupt commerce, and too harsh that battle completely disrupted commerce. So i proposed a half-way state.
Geoff the Medio wrote:
Not having "partial exchange" also avoids the issue of what % to make partial, (why 50%?).
I don't see this as a great issue. "50%" is conveniently half way between "all" and "nothing." It also translates neatly into the term "half." Would you prefer "57.3%" ?

The "50%" represents a simplified abstracted cumulative loss from piracy, increased cost of traveling further, taxation/bribes for the netural empire's crossed, increased cost of insurance, and some merchant's unwillingness to risk leaving the safety of their native empire.
Geoff the Medio wrote:
Also, if we're going to have limited exchanges / blockades, then some consideration of what to do with disconnected planets or sub-groups of planets with regard to sharing and stockpiles. It's not practical for the player to keep track of multiple sub-empires' separate stockpiles of various resources. Civ3 "solves" the similar problem for resource trading by saying only resources connected to the capitol are able to be traded, though lets any local source supply any cities it is actually connected to, regardless of whether the capitol is connected. For FO, the imperial stockpile could be kept at the capitol, meaning any planet that can't reach the capitol could be prohibited from stockpiling its excess resources. Planets would still be able to share any excess or fill shortfalls from excesses to which they are connected, but stockpiling would be prevented. Only planets connected to the stockpile location would be able to draw from the stockpile to meet shortfall needs.
The above approach seems congruent with the previous design decisions like the global production queue. It's also pretty simple. It's my preference.
Alternatively an expensive "supply depot" building could be constructed, or shipyards could act as supply depots. While this would still be less micromanagy that giving each planet it's own queue and stockpiles, it mars the purity of the global production concept.
Geoff the Medio wrote:
SowerCleaver wrote:
do we factor in the speed of merchant ships in redistributing goods?...
Actually keeping track of supply disruption times and delays to reestabish is impractical and overly complicated and of not much use for gameplay. If abstracted supply (no freighters flying around) is to work, it has to be instantaneously on-off.
Agreed.