Stockpiles
Posted: Thu Jan 27, 2011 7:59 pm
Edit by Geoff: This thread was split from this thread
Okay how about this: In practice, the physical stockpiles are kept on the individual planets on which the excess is created. Trading resources between planets could be done through instantaneous 'ethereal' central distribution, where there is no actual location. The letters below represent planets, the numbers represent mineral stockpiles
A-20---------------B-5-----------------C-5-----------------D-10-------------------E-0
With the system above, all planets are occupied and linked through the ethereal system. Every planet has instant access to 40 mineral resources. A blockade between B & C limits minerals on A to 25, and on E to 15. Capturing A means that the attacker gains 20 minerals (minus what is destroyed in the attack). Of course, how do you display this info in the GUI and keep it simple?
Another way to go about it is to have on-planet stockpiles with distance-limited trading. For the example below, assume that planets A to C as well as E are occupied, and D has a trade outpost. B through E are each one turn apart, B to A will take two turns to travel.
A-20------------------------------------B-5-----------------C-5-----------------D-0-------------------E-10
By default, the planets keep their stockpiles locally. The ethereal trading system still is in effect, but with a speed limit. Why can I send minerals across the known galaxy in one turn but it takes my fleet 5 turns? Example 1, I decide that I want to build a big monolith on planet C for 40 minerals. If I give the build order on C, it queues up with a note in red letters, "5/40", meaning that only 5 resources are currently available on planet C. Since my transport techs are poor, my network range is only 1 but my long-range transports can travel 2. I load up a transport with 20 minerals at planet A; 20 minerals are deducted from the network. I finish my turn. Things look like this at the start of the next turn:
A-0--------------(20)--------------------B-0-----------------C-10-----------------D-10-------------------E-0
C now has 10 resources, though some has already been used in building that monolith. Construction is underway, but a strategic blockade between A and B could hold things back; blockades do not apply within the short-range distribution network, but they can intercept long-range transport ships. Next turn:
A-0-------------------------------------B-20-----------------C-20-----------------D-0-------------------E-0
Transports have arrived at B, its cargo is re-added to the network's mineral reserves. Next turn:
A-0-------------------------------------B-0-----------------C-40-----------------D-0-------------------E-0
C has received all of the resources that it needs. This scenario could also apply to a situation where the player wanted to consolidate their stockpile on the central planet to keep it safe from raids. Planets who need resources for food or construction will automatically take it from the nearest planet(s) in range on the network. New graphic, network range is represented by "------":
A-40----------------/=============/-------------------B-10-----C-0----------------D-0-----E-20
C needs 40 resources for the monolith, E is building a scout ship for 10
C requests 40 resources from the network.
B is closest in proximity and has 10 stockpiled resources. They are sent to C (10/40 sent).
D is next in line but has nothing to send (10/40).
E is next but only has 10 unallocated, which it sends (20/40).
A is the most distant (out-of-network), and sends the last 20 resources by long-range transport(40/40)
40/40 sent, and the request ends.
There could be planetary management controls that prevent planets from sending resources (so that E has enough to build a second scout ship) and controls that prevent planets from drawing from the supply network (so that C builds the monolith on its own time without disturbing the stockpiles in the network). A mouse-over on a starline in the GUI could show what resources will be moving in what direction on the network.
Planet A might have to (automatically?) construct a transport ship before it can send its resources.
Tech tree advances could offer larger network ranges and capacities, faster network transport, faster long-range transport, % chance to sneak by blockades, etc etc.
I like brainstorming. If there's any particular section of the game that needs some thought, point me in the right direction!
Okay how about this: In practice, the physical stockpiles are kept on the individual planets on which the excess is created. Trading resources between planets could be done through instantaneous 'ethereal' central distribution, where there is no actual location. The letters below represent planets, the numbers represent mineral stockpiles
A-20---------------B-5-----------------C-5-----------------D-10-------------------E-0
With the system above, all planets are occupied and linked through the ethereal system. Every planet has instant access to 40 mineral resources. A blockade between B & C limits minerals on A to 25, and on E to 15. Capturing A means that the attacker gains 20 minerals (minus what is destroyed in the attack). Of course, how do you display this info in the GUI and keep it simple?
Another way to go about it is to have on-planet stockpiles with distance-limited trading. For the example below, assume that planets A to C as well as E are occupied, and D has a trade outpost. B through E are each one turn apart, B to A will take two turns to travel.
A-20------------------------------------B-5-----------------C-5-----------------D-0-------------------E-10
By default, the planets keep their stockpiles locally. The ethereal trading system still is in effect, but with a speed limit. Why can I send minerals across the known galaxy in one turn but it takes my fleet 5 turns? Example 1, I decide that I want to build a big monolith on planet C for 40 minerals. If I give the build order on C, it queues up with a note in red letters, "5/40", meaning that only 5 resources are currently available on planet C. Since my transport techs are poor, my network range is only 1 but my long-range transports can travel 2. I load up a transport with 20 minerals at planet A; 20 minerals are deducted from the network. I finish my turn. Things look like this at the start of the next turn:
A-0--------------(20)--------------------B-0-----------------C-10-----------------D-10-------------------E-0
C now has 10 resources, though some has already been used in building that monolith. Construction is underway, but a strategic blockade between A and B could hold things back; blockades do not apply within the short-range distribution network, but they can intercept long-range transport ships. Next turn:
A-0-------------------------------------B-20-----------------C-20-----------------D-0-------------------E-0
Transports have arrived at B, its cargo is re-added to the network's mineral reserves. Next turn:
A-0-------------------------------------B-0-----------------C-40-----------------D-0-------------------E-0
C has received all of the resources that it needs. This scenario could also apply to a situation where the player wanted to consolidate their stockpile on the central planet to keep it safe from raids. Planets who need resources for food or construction will automatically take it from the nearest planet(s) in range on the network. New graphic, network range is represented by "------":
A-40----------------/=============/-------------------B-10-----C-0----------------D-0-----E-20
C needs 40 resources for the monolith, E is building a scout ship for 10
C requests 40 resources from the network.
B is closest in proximity and has 10 stockpiled resources. They are sent to C (10/40 sent).
D is next in line but has nothing to send (10/40).
E is next but only has 10 unallocated, which it sends (20/40).
A is the most distant (out-of-network), and sends the last 20 resources by long-range transport(40/40)
40/40 sent, and the request ends.
There could be planetary management controls that prevent planets from sending resources (so that E has enough to build a second scout ship) and controls that prevent planets from drawing from the supply network (so that C builds the monolith on its own time without disturbing the stockpiles in the network). A mouse-over on a starline in the GUI could show what resources will be moving in what direction on the network.
Planet A might have to (automatically?) construct a transport ship before it can send its resources.
Tech tree advances could offer larger network ranges and capacities, faster network transport, faster long-range transport, % chance to sneak by blockades, etc etc.
I like brainstorming. If there's any particular section of the game that needs some thought, point me in the right direction!