Idea: Ownership of populated sectors gives sector owner an income

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vvvvvvvv
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by vvvvvvvv »

spankahontis wrote: Fri, 18. Jul 25, 20:45 I mean like the planet itself is a mining world that has settlers there.
It makes mining in that sector faster.
Just because there's a planet with settlers, your miner wont mine any faster than it does normally. Because existence of the world has no effect on this miner's productions. Hence the bakery analogy. Bakery does not make you cook faster just because it exists in the same building. Mining world does not radiate any sort of "accelerated mining" aura, so there's no reason for it to accelerate anything. Also, X4 ships are unable to land on planets in the first place.

"The world has a facility therefore everybody mines faster through the power of magic" is sort of .... stellaris-like trope. I'd rather not see them here.

Sector value lies in sunlight and resources it holds. The "perks" however could be actual installations. Just without magical production auras. Everything has to be shipped and facilities can be destroyed.
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spankahontis
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by spankahontis »

vvvvvvvv wrote: Fri, 18. Jul 25, 21:13
spankahontis wrote: Fri, 18. Jul 25, 20:45 I mean like the planet itself is a mining world that has settlers there.
It makes mining in that sector faster.
Just because there's a planet with settlers, your miner wont mine any faster than it does normally. Because existence of the world has no effect on this miner's productions. Hence the bakery analogy. Bakery does not make you cook faster just because it exists in the same building. Mining world does not radiate any sort of "accelerated mining" aura, so there's no reason for it to accelerate anything. Also, X4 ships are unable to land on planets in the first place.

"The world has a facility therefore everybody mines faster through the power of magic" is sort of .... stellaris-like trope. I'd rather not see them here.

Sector value lies in sunlight and resources it holds. The "perks" however could be actual installations. Just without magical production auras. Everything has to be shipped and facilities can be destroyed.
Ah, I get the analogy now. Thanks for clarifying.

Of course I'm not saying we should have access to the planet surface.. But maybe have a Station that connects with the planet from space.
Not saying Egosoft needs to build a space lift to the planet surface either.
But a Station that works "In Lore" as a trade hub representing the planet.
X4 already does this!
I believe with one of the Terraforming Missions, the one where you have to build the Nvidium mining station on the moon in Teladi space, on completion it gives you a Nvidium market/sink?

My idea works similar, only.. Instead of a station for Nvidium trading, you get buffs or even a steady flow of Ore being generated from the planets surface that appears in the stations hold via drone, like when you terraform and send items via collector drone to the planet surface.

So to explain it using your analogy.. A 'Super space Bakery' that is producing bread on behalf of the Bakers World, that is cheap to buy at that Super Bakery.
They will ALSO have an over abundance of 'skilled bakers' given that they are a planet whose mono-economy is reliant on the sale of bread, skilled bakers who can't find work, yet they are trained in baking, they will travel to other bakeries in that sector to seek employment, bakers that bring their skills and experience to your space bakery improving productivity (the buff I speak of).

I'm not saying either that Egosoft needs to make Bakers as a unique pop either.
It's a case of you have to use your imagination that this is why you have a buff for building a bakery there, all of what I said is working in the background of your imagination without seeing the mechanics happen.
It's just a passive buff.

Hope that makes sense? I wrote a bit.
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by vvvvvvvv »

spankahontis wrote: Fri, 18. Jul 25, 22:29 I believe with one of the Terraforming Missions, the one where you have to build the Nvidium mining station on the moon in Teladi space, on completion it gives you a Nvidium market/sink?
It gives you a repeateable terraforming mission to sell Nividium. The ... amusing part that you can already sell Nividium to trading stations.
spankahontis wrote: Fri, 18. Jul 25, 22:29 you get buffs or even a steady flow of Ore being generated from the planets surface that appears in the stations hold via drone,
Why would planet give anything to you for free? Not to mention that having more ore is not good. Because market price will drop.
spankahontis wrote: Fri, 18. Jul 25, 22:29 Hope that makes sense? I wrote a bit.
The way I see it, you're mimicking civ-style, stellaris-style or in general 4x style situation where a hex has a feature that grants passive bonuses. In those games this is implemented in very abstract fashion, for simplicity sake due to scale of the game.

But x4 is leaning towards detailed simulation. So those passive bonuses no longer fit the design well.

The other important issue is that, as far as I can tell, even if you "own" the sector the people on the planet are not your subjects. Effectively a sector is a piece of galactic highway. Gate and small space around it. All planets are very far outside of this tiny bubble. It takes hours to reach them. So they do not answer to the player and have no reason to send anything. Even terraforming missions do not grant anything passive except sector population bonuses.

So I'd prefer something else. This does not seem to fit the genre. Too civ-like.
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by spankahontis »

vvvvvvvv wrote: Fri, 18. Jul 25, 23:40
It gives you a repeateable terraforming mission to sell Nividium. The ... amusing part that you can already sell Nividium to trading stations.
In very small amounts, only a few stations want Nvidium; not making it a viable ware to mine and sell, unless you're selling it manually.
vvvvvvvv wrote: Fri, 18. Jul 25, 23:40 Why would planet give anything to you for free? Not to mention that having more ore is not good. Because market price will drop.

Free? They are not giving you free workers.

When you live on a planet where there is a high unemployment rate and you can't find work in your particular skill?
You either change your profession or you travel abroad where they have a demand for your skill.
These Ore Miners are NOT being gifted to you by the Faction that lives on the planet, they are 'freelance workers' looking for work elsewhere.
I don't know where you got the free from?
Their skills are trickling to your station through 'mass migration' to your habitation, many of them will of travelled from that planet to work in your factory; the system simply grants a passive buff to your mining station.
Like I said previously.. "You have to use your imagination" as that's where the workers going to your station are coming from.

Also, you can still mine and sell ore for rock bottom prices, it's competition.
If anything, it's their prices that fluctuate because they have to wait till the next interplanetary vessels are coming with more ore shipments from the surface; you're already in space, mining their asteroids, you're the one cutting out the middleman, not them.
You're just taking advantage of the mass migration of workers that are coming to your mining platforms who offer their experience and labour in exchange for food/medical supplies, like every other worker in the game, excluding pilots you hire with a one off payment, (Never understood that).

vvvvvvvv wrote: Fri, 18. Jul 25, 23:40The way I see it, you're mimicking civ-style, stellaris-style or in general 4x style situation where a hex has a feature that grants passive bonuses. In those games this is implemented in very abstract fashion, for simplicity sake due to scale of the game.

But x4 is leaning towards detailed simulation. So those passive bonuses no longer fit the design well.

Habitation modules already grant a passive buff to your stations productivity depending on number of workers, so it's already taking from those games, being close to the sun gives you passive buffs to energy cell production etc.
So I don't know why it bothers you that X4 is heading to an X4, Civ-style stat-based system?
It's literally using these things already, perhaps not on the level that Civs uses them (Which I'm not advocating!).
I don't see a problem with that, agree to disagree here.
vvvvvvvv wrote: Fri, 18. Jul 25, 23:40The other important issue is that, as far as I can tell, even if you "own" the sector the people on the planet are not your subjects. Effectively a sector is a piece of galactic highway. Gate and small space around it. All planets are very far outside of this tiny bubble. It takes hours to reach them. So they do not answer to the player and have no reason to send anything. Even terraforming missions do not grant anything passive except sector population bonuses.

So I'd prefer something else. This does not seem to fit the genre. Too civ-like.
Again, every planet you build a space station next to gives you a passive buff of population growth, provided you regularly feed them and give them medical supplies; as it's their planets people who are leaving the planet to work elsewhere, either for better pay or they want to venture the galaxy.
People leave their country of birth to work abroad all the time, I don't know why you find that outlandish and unrealistic? It's the same principle.

I never said that you own the planet or are making their people leave to work for you.
You can easily invade a populated system, take ownership of the system, hey presto!! The planets inhabitants are now prisoners as you now occupy their space... Only that's not how it works in X4 Foundations.
Unless the Xenon take the system? Never really seen what happens when Xenon take a system with a populated world, especially one that requires terraforming, does it need terraforming again? Somebody needs to answer that for me.

But people still leave their planet of birth to work on a station whether it's their faction or another's, I just find that normal, I feel you're arguing against what we do as a world population already.
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by Falcrack »

Why should planetary population pay the owner of the space above it?

Two words: Protection money.
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by vvvvvvvv »

spankahontis wrote: Sat, 19. Jul 25, 01:02 "You have to use your imagination"
In this scenario I can just shut down the game and write a book and it will be likely more exciting.

The point of X4 is that simulation is mostly complete. So things don't need "imagination", they're implemented in the world, explained in the world, and work as part of the model of the world. A moment where you need to "use imagination" and handwave is when you encounter a gap in the model that needs to be filled.

For example, for high unemployment to exist, the world should have unemployment stat and track it. The game doesn't do this. There's no unemployment stat, and therefore no worlds with high unemployment.

That's how I see it. Things added to the model should interact with the model without handwaves.
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Re: Idea: Ownership of populated sectors gives sector owner an income

Post by S!rAssassin »

Falcrack wrote: Mon, 14. Jul 25, 17:17 ...through terraforming...
I'd like to see dynamic terraforming missions to populate back planets, terrafotmed by Xenons after sector capchured.

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