Economy/Trading and Colony Interations

Started by andrewbrown, June 11, 2015, 11:11:28 AM

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andrewbrown

Where is our promised trade/eco?
I thought many releases ago we were told the trading/economy would be improved.
I don't play with enemy units anymore because it gets old fast.

Nature is the only enemy I need
My ideal game scenario is to pick the most hostile environment
eg. Winter in the Tundra, Summer in the Desert.

Suggestions
When choosing your starting colony, proximity to another colony should affect
* frequency of visit from nearby colony
* hostility factor based on scarcity, social and armament 
* availability to trade with colony (father away, less to trade eg. weight of transport, perishables)

Trading should scale as time goes on:
1. You trade with nearby colonies.
2. You can build a receiver to trade with ships, or other colonies that have receivers
3. You can amplify your receiver to trade with more ships, greater frequency of trading
4. Trading not just for money but for positive opinion
5. Trading quotas for unique limited time offer trades (eg. 500 bananas for 20 power suits by x days)
6. Ongoing quotas (trade with x colony 10 food to ensure no attacks, produce 200 cotton per month to keep contract with supply ship to have steady income or gain better contracts)

Production should increase with technological advances
I know there are Mods but prefer it was caked in.
1. Tools to increase production/skill learning multiplier
2. better density of planting
3. trapping for animals exclusively

Rags to Riches
My only goal is start with nothing and end up with a gold fortress. But the game does not scale production well and it becomes a grind to reach my goal. 

Example of Scalable gameplay
http://www.somasim.com/1849/
1849 has the mechanics of scarcity based on location so your trade and economy are unique every time you play.