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27
1
Game crashes in menu after 5 seconds
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Ryannn
134
17
sending invites im on all day
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FagioFratteli
53
4
✅ DEADLOCK FAST INVITES 🔑-❗️No Links ❗️
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Piioni
35
Absolute Ignorance!
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Mozzy
Oprindeligt skrevet af Nightskies:
Adding to Mozzy's statements:

Migration is huge. A big passenger fleet allows for rapid growth of new colonies - especially if the inclusion of new colonies is moderated. A mass number of new colonies results in a messier empire in more ways than migration. The host colonies of those migrants don't even experience a practical loss of population in most cases.

I must emphatically agree that Resorts are a good idea if well used, but that said, keep in mind that resorts CAN be a bad idea.

Playing a Boskara Hive Mind? Hold off on resorts for a while.

Trying to build 'tall' as a xenophile with diplomatic migration agreements? While that's a silly idea (just kidding, we're all just playing around here), if you have a lot of passenger ships, you will suffer. Hope being a hero of burden was your plan!

---

That aside: Mozzy, what's this?

"1) design RBs to have maximum # of passenger cabins. Default ones suck. More cabins = more visitors dropped off per trip = more profit. RBs can never truly defend themselves, so no point wasting tonnage on that. Either let them be raided for the minor pirate loot they take, or defend with fleets. Max tonnage towards -> more cabins"

You sure about that? This easily could explain why people are suffering losses... if true. Mind you, I'm excited to see how you came to that conclusion, regardless.

As far as I know, based on loose testing during normal play, the resort base's passenger capacity is irrelevant, and tourists are consumed - removed from the game - whether or not they arrive at the resort.

Re: matching RB cabin space to passenger ship cabin space --> this is more optimization min/max that truly necessary.

What I meant was that default designs will not only have bad ones b/c a) they don't really add enough passenger cabins, but b) it's a partly wasted trip if Passenger Ship cabin # does not equal Resort Base cabin #.

example) let's say you have Large PS w/ 3 cabins, it goes to your resort with 5 cabins. This is still a profitable voyage (assuming the mild caveats given re: build RB at +scenery location and colony with decent pop within range.)
-> but for the RB to be full, that ship or another would need to be tasked to take another load of passengers there. It's just more efficient if 1 PS trip = 1 RB full load.

So basically, what I meant was if a player wanted to min/max the speed of delivery (plus not waste extra ships to fill that RB), matching cabin #s on both PS and RB is more effective. But, this wasn't to say it won't still be profitable otherwise, just not as good.

p.s. unlike freighters with their really odd pickup logic (e.g. a large freighter will stop to pickup some dinky # of luxury goods like 200 (when that mining base is stuffed full with 20k), every time I've tested or observed a PS, it seems to always pickup passengers = total cabin space (as long as the planet it stops at has the pop available)
476
53
Surviving Mars: Relaunched
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Vulkus
517
2
blocked 100%
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gwwak
0
Remove the option to acquire previously obtained relics
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RandomJoe20
5
Graphics Glitching out
16
AMD gpu crash when using Dx 12 !? how to fix
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ˢᵈˣ FatCat
0
Mission completion didnt register
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6h0$t942
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