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Sabaithal 9/dez./2018 às 19:34
2.2 Ringworld: No Mining district?
So I'm using a mod that makes my start planet a ringworld, or rather my starting planet is in the same system as a ringworld. Just colonized it and am starting to get my economy up, when I realized there are no mining districts on any of the ringworld segments. Am I missing something? Is this a bug? How do I get mining districts as an option? If I can't get more minerals my economy will crash in no time.
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Exibindo comentários 3145 de 109
Sabaithal 21/dez./2018 às 13:30 
Wait, can hiveminds just build whatever number of districts they want???
cooltv27 21/dez./2018 às 13:33 
hive worlds and machine worlds have no district restrictions like normal planets, the only downside is that you lose all special resource features by terraforming into one
NixBoxDone 21/dez./2018 às 17:42 
Escrito originalmente por Sabaithal:
All valid points, but again, the costs of actually making a ringworld outweigh any benefits (to me, we all have our own opinions on this subject). Like some just said, energy can be produced by trade easily enough, and its not that big of a deal for non-machine empires. Ringworlds do also come with generator and agricultural districts if I recall. But there are no mining districts, and no other special bonuses.

Seriously, at this point making a planet into a Ecumenopolis is more useful to me than any ringworld is, and it costs much, much less. At least a Ecumenopolis comes with special districts for generating secondary resources like alloys and consumer goods. My argument is that in their current state, ringworlds do not provide enough usefullness to be worth building anymore. They are expensive late-game structures, and they need to have capabilities mirroring that. Yes, they are supposed to be a little OP, they cost tens of thousands of alloys to build, and you only get the tech to build them by acquiring 2 AP perks, and late-game research.

Yeah, how useful a ringworld or megastructures are really depends on your playstyle. If you play aggressively you hardly need the extra space for pops or production buildings that megastructures offer (as you'll get "free" planets to do it on on a regular basis) and the alloys you need to get to even the first "profitable" stage of any megastructure are usually better invested in more ships for more dakka.

I like them because I usually build very dense, tiny empires and only wage war every other decade to subjugate or weaken enemies. For me, the huge alloy cost is a benefit because I need a certain output in case I DO have a war (usually between 50 to 100 a month with a fleet at max capacity), but in-between wars that income quickly caps my reserves unless I spend it - which is where megastructures come in.

Purely objectively I could of course win by that time, but I usually play on higher and higher difficulties to tackle higher and higher end game crisis settings, not to beat up on the AI that STILL stacks flak and point defense on both destroyers and corvettes long before you might conceivably use mass missiles or fighters.

I wouldn't say that a ringworld is useless, per se. You just gave one argument for having one: an ecumenopolis should be geared towards mostly making consumer goods and alloys, which means your planets should pump out minerals and special resources, which means you need to prioritize mining districts over generator or farming districts...
A single ringworld section can let you feed and power your entire empire (including the ecumenopolis and a good half dozen mining worlds) for a good chunk of the game.

Anything it earns you after that you can simply trade away for monthly alloy buy orders, to keep up artist/curator treaties or to gamble away for the tiny teensy chance you actually win something now that they nuked the slots into the ground.
Última edição por NixBoxDone; 21/dez./2018 às 17:45
Mistfox 21/dez./2018 às 18:57 
Well, you can think of Ring"worlds" as our current day cities, their main purpose is financial and higher tier manufacturing, not resource mining, so "mining" on Ringworlds is about as logical as mining in the middle of New York or London or any other megacity.

They're just not made for that purpose. Don't get misled by the "World" in their name, they're about as natural as the ISS. And unless the designer is a huge fan of treasure hunting, there is simply no reason to bury ores into the station for people to find.
Sabaithal 21/dez./2018 às 19:14 
Escrito originalmente por Mistfox:
Well, you can think of Ring"worlds" as our current day cities, their main purpose is financial and higher tier manufacturing, not resource mining, so "mining" on Ringworlds is about as logical as mining in the middle of New York or London or any other megacity.

They're just not made for that purpose. Don't get misled by the "World" in their name, they're about as natural as the ISS. And unless the designer is a huge fan of treasure hunting, there is simply no reason to bury ores into the station for people to find.

Yes, realistically what you are saying makes sense. I'm not denying that, just that it takes away from gameplay elements. If we're going to argue ore viability...well a ringworld has several hundred times the total mass of the average planet, and we mine those. Whose to say the same cannot be done on the surface of a ringworld, given that its surface does have soils and such for supporting life. If we're argueing realism, the realistically both a planet and a ringworld would run out of mineral resources at some point, but that still will not happen in the game, will it?

Then there's the use pre 2.2, in which ringworlds (And to some extension habitats) were basically expensive versions of planets you could set up anywhere, and to some degree could provide any extra resource, one of which is minerals, which is still a vital and somewhat limited resource in the game. Yes, they were and still are hard to get, but the fact that they were hard to get means they had to be king of OP in order to live up to the weight.

Now, ringworlds costs 5 times as much, because they are composed of alloys which are basically an alloy:mineral 1:5 ratio. And they can no longer produce minerals. I'm sorry, but from where I stand this is nothing but a downgrade for the sake of 'realism'. And sympathizing with someone who doesn't have the megacorp DLC, they cannot build black-hole miners, so how are they supposed to get more minerals if they got bad planets with little to no mining zones available? Ringworlds and habitats were the solution, now they costs 5 times more and are not a solution.
Astasia 21/dez./2018 às 19:24 
Minerals to alloys are 2:1, and you get much more minerals per planet and mining station. The megastructures are easier than ever to build, and ringworlds aren't any worse off than before because again minerals do not have a higher value than energy or food. If for whatever reason you have had terrible luck with planet districts, didn't expand your system fast enough to get the mining stations, and are playing a specific empire type not getting any bonuses to minerals, you can still grow lots of food or build lots of generators and JUST BUY MINERALS.

It's not a nerf, ringworlds were buffed a lot compared to normal planets. They can get much larger, so there is a very real and obvious benefit to building them now where as before they were just extra planets with no real benefit.
Última edição por Astasia; 21/dez./2018 às 19:25
Sabaithal 21/dez./2018 às 19:37 
According to the information I just looked up, the ratio is more like 3:1 most of the time, so we were both wrong here. Still, considering time investment into setting up mining worlds (especially with the new economy system), yes the worlds have higher output than they did before, but you still need foundries to convert them. You could build a world dedicated to that, or just use a Ecumenopolis, still all of this takes quite some time. Yes by the end of it your economy is doubtlessly stronger than pre2.2, but how long does it take to get to that point? With average luck in generated planets you get 1, maybe 2 good mining worlds nearby, and you really have to rush getting everything set up while not stalling you eco. You can call this inexperience if you want, but it still takes me at least 40 ingame years just to get basic colony-supporting economy going, and 70 to get empire-supporting economy going.

Also I'm not sure why you think minerals don't have a higher value than energy or food, because they are still used for just about everything non-military wise, and the markets seem to have the same opinion. And that brings me to the markets, buying truckloads of resources greatly increases the cost each time. On the local market the price will steadily decrease, but once the galactic market is set up, the price skyrockets to unreasonably high level. You cannot buy large amounts of minerals, or alloys for that matter without 50,000 energy at least.

Also, ringworlds had no benefit pre2.2? They were the equivalent of four 25-tile gaia worlds that could produce any resource better than average planets, and support 100 total population between the four segments. If you were playing tall, you did so with ringworlds. Now, they can support a much higher population and therefore large gains in agriculture, energy output, or trade, but no minerals. Here's the issue with that: at any given point, I have more than enough resources to get enough food and energy as I want. What I really need is minerals, all the time. If I want more energy, I build a dyson sphere, or just increase trade value of planets and build trading stations. If I want more food, there a plenty of farming planets and hydroponics bays to build, plus food has a tendancy to be very cheap on the markets. If there is a benefit to ringworlds right now besides that, what is it, because I do not know?

Also, I didn't use habitats since 1.9, but they did have mineral producing buildings. I know that has since changed, and the general consensus is that they are useless. But again, I have not used them.
Última edição por Sabaithal; 21/dez./2018 às 19:38
Ssenkrad_II 21/dez./2018 às 19:41 
Energy is renewable but resources are not...?

Lmfao

Trees, plants, etc.? We can fly through space but can't produce diamonds or resources anymore from renewable resources that would be on a ring world? Ha...
Sabaithal 21/dez./2018 às 19:45 
Then there's the awkward question: Why aren't energy->matter converters a thing yet? That would work for realism at least in the case of ringworlds and habtitats.
cooltv27 21/dez./2018 às 19:45 
Escrito originalmente por Sabaithal:
Then there's the awkward question: Why aren't energy->matter converters a thing yet? That would work for realism at least in the case of ringworlds and habtitats.
also the fact that this did exist at one point in time in game
Sabaithal 21/dez./2018 às 19:47 
Escrito originalmente por cooltv27:
Escrito originalmente por Sabaithal:
Then there's the awkward question: Why aren't energy->matter converters a thing yet? That would work for realism at least in the case of ringworlds and habtitats.
also the fact that this did exist at one point in time in game

Why doesn't it exist anymore? I mean we have ringworlds, dyson spheres, giant space dragons, and black-hole miners. Matter to energy conversion seems kind of light compared to all of that.
Astasia 21/dez./2018 às 19:52 
Escrito originalmente por Sabaithal:
According to the information I just looked up, the ratio is more like 3:1 most of the time, so we were both wrong here.

Also I'm not sure why you think minerals don't have a higher value than energy or food, because they are still used for just about everything non-military wise, and the markets seem to have the same opinion.

No, it's 2:1, always. You can't factor in the consumer good cost into the ratio for the following reason, and this counters your second point as well, you can convert trade into consumer goods so that the only thing you are spending minerals on is alloys. A trade focussed ringworld can generate all the consumer goods you need for your entire empire, and suddenly you have a ton more minerals to spend on alloys. Even without a heavy focus on trade on any planet my trade generates enough consumer goods for most of my empire's upkeep, so again I never have a shortage of minerals and I'm usually selling it. I generally can't get enough foundry jobs to convert all the minerals I produce fast enough.

Escrito originalmente por Sabaithal:
Also, ringworlds had no benefit pre2.2? They were the equivalent of four 25-tile gaia worlds

Exactly, they were just normal worlds. They did nothing special. There was little reason to make ringworld when you could just conquer/colonize more worlds. Now they do something unique, now they are double the size of the largest planets. That's freaking amazing, I don't understand how anyone could be complaining.
Sabaithal 21/dez./2018 às 20:06 
Escrito originalmente por Astasia:
Escrito originalmente por Sabaithal:
According to the information I just looked up, the ratio is more like 3:1 most of the time, so we were both wrong here.

Also I'm not sure why you think minerals don't have a higher value than energy or food, because they are still used for just about everything non-military wise, and the markets seem to have the same opinion.

No, it's 2:1, always. You can't factor in the consumer good cost into the ratio for the following reason, and this counters your second point as well, you can convert trade into consumer goods so that the only thing you are spending minerals on is alloys. A trade focussed ringworld can generate all the consumer goods you need for your entire empire, and suddenly you have a ton more minerals to spend on alloys. Even without a heavy focus on trade on any planet my trade generates enough consumer goods for most of my empire's upkeep, so again I never have a shortage of minerals and I'm usually selling it. I generally can't get enough foundry jobs to convert all the minerals I produce fast enough.

Escrito originalmente por Sabaithal:
Also, ringworlds had no benefit pre2.2? They were the equivalent of four 25-tile gaia worlds

Exactly, they were just normal worlds. They did nothing special. There was little reason to make ringworld when you could just conquer/colonize more worlds. Now they do something unique, now they are double the size of the largest planets. That's freaking amazing, I don't understand how anyone could be complaining.

I hadn't considered the trade->consumer goods approach. Ringworlds would indeed be suited for that if geared for trade. Still, the cost to set up a ringworld vs a Ecumenopolis means that the latter would have a better initial value, even if the former has more value once set up. I suppose this means that ringworlds are good if you have no planets available. So if consumer goods are not an issue, that brings the ratio to 2:1 as you predicted. Still, where is your mineral resource gain coming from? To my knowledge trade cannot generate minerals. Also yes, foundries will do the job of convering minerals-alloys effectively, but a Ecumenopolis has dedicated districts with the same ratios, and no strategic resource costs, plus more jobs. This would also make ringworlds, or any worlds rather, a secondary option, but thats slightly off-topic.

This also brings me to second point. Yes, they were just 4 huge planets from a gameplay perspective (aesthetic sense notwithstanding), but you could, and still can, set a ringworld anywhere, meaning if you have no planets available, this is an option. Still is, but now it costs about twice as much from the 2:1 ratio. My argument is not that they cannot produce resources, just no useful ones. By the time I have the resources to set up a ringworld, I have enough energy, food, and consumer goods. I can see the energy bit being extremely useful to machine empires, less so for organics. What I need at any point in the game, for any real construction is minerals and alloys, and ringworlds cannot produce either without the alloy plants. And here's the thing, unless there are no planets available, I would much rather make a Ecumenopolis than a ringworld to make alloys, or consumer goods for that matter. Making ringworlds able to produce any kind of resource via mining or energy->matter converters would instantly flip this assessment for me.
Azor 21/dez./2018 às 20:22 
Galactic Markets should be taken into account when talking about economy
Sabaithal 21/dez./2018 às 20:25 
Escrito originalmente por Azor:
Galactic Markets should be taken into account when talking about economy

I would argue the galactic market (singular, because there is only one...) needs more variety and factors to it if it is to be considered a good viable way for acquiring resources through clever thinking and such. Right now the prices either rise to the ceiling or fall to the floor with most resources. The player can sell large quantities to lower the overall price for a time, or buy large quantities to raise the price, but unless I'm missing something there isn't much else. Access to the internal market even in addition to the galactic market would be nice though.
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