Important Understanding Resource Routing

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UesugiKenshin
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Re: Important Understanding Resource Routing

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If you successful manipulate resource prices, then can sell off the resources to make millions, and drive the prices down in late turns of the game, the economic value of resources can be driven by rushing buildings by payments. And if you drive the price very low, you can using the main trade screen to place resources in new colonies...like they were delivered by galactic transporter technology.

I'vebeen extensively testing this from turns 650-660. It works and is way way faster and elss annoying.

Then you don't need resource routing and every slot could theoretically be for trade. It's a shame as there is really is no trade in BotE, but mining of raw materials. If my sector can mine raw materials, then why would I as a minor alien race seek mined raw materials from many light years way??? Think of the fuel costs! Why would I do when that means I am dependent on others like an addict who needs drugs from a drug dealer?

Real trade would be finished goods that are uniquely made in local sectors but that cannot be made elsewhere. Thus such scarcity imparts a value that is proportional in profitability by distance.

Or you could have way more resources and some might be raw materials that are crucial for some domestic or military project and so even a little would be desperately needed. And might cause wars in the case of say radioactive materials. Such rare resources would be incredibly expensive and tempt ground invasions.

The former idea is way better. Finished products likely pacifies the local sector. Think of all the ways the people are pacified like entertainment, gambling, drugs, alcohol, and every manner of vice.

Not just that but affordable housing, healthcare, meaningful jobs, education. There are many ways to improve BotE through minor modding.
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Re: Important Understanding Resource Routing

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Especially during war, it's better to make 700,000-1,000,000 per turn than wait and make 6,000,000 in four turns. You use that profit in hand NOW to rush building constructions or even in a dire situation, a starship. You can do this at advanced levels by not using resource routes for the outlying colonies as I have detailed in previous posts.

In either case, the wealth cannot be all spent that fast, but accumulates. The faster you spend it, the faster resources rise in value. In real life, more ore/crystals deflates the value, but the galaxy is not built up, but needs to be, and so there is an incredible demand for all resources.

In real life, those extracting resources modulate extraction rates to create favorable prices.
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Re: Important Understanding Resource Routing

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When doing resource routing, the natural way is to have well established sectors act as big brothers in a quadrant and route resources to newly colonized sectors. That will ultimately look like orange spagetti on the galaxy map and is a nightmare to unravel like the Gordian knot.

What you want is to create strong heavy hitters in the quadrant, and then release established resource routes from the older ones, and they also start doing this too.

And then have localized resource hubs where sector A needs deuterium and nearby sector B has it but needs duranium that sector A has. So you have mutualism.

Then resource routing is easy to discern.

Otherwise hours could be wasted untangling haphazard resource routing. If there are 1600 sectors and 900 of them use haphazard resource routing, you cannot tell just glancing at them. It's hundreds of spider nests. It's very bad because that iridium may have its source at one end of the galaxy and routed to the other side. It's like finding a needle in haystack.
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Re: Important Understanding Resource Routing

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Every local sector has a cap of 125,000 it can mine of a single resource. And if it isn't beng used, it does nothing. You want sectors to be self-sufficent, but resource routing helps new ones get that way. And some resource routing means it's gets where it's needed and you don't have to mess with it. Largely this is an issue doing building constuction, but starships and troops need it as well.

New construction, that is rushed, can cause exponential growth in resource prices. That is the secret of the game.

4 upgraded mines can almost always work.
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Re: Important Understanding Resource Routing

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When you have a mess, then every sector has to reevaluate what it can produce locally, and break old redundant resource routes, and then create clean practical hubs.

Then new colony sectors will use the major ones just to get on their feet. Rinse repeat.

It might have taken 650+ hours to create, but that mess might take ten hours to straighten out though. It might be almost be easier to just cancel all resource routes and start fresh.

I have a hard time believing in a whole sector, which is an immense size in astronomy, that all six resources are not present. There might be ten stacked solar systems in a sector.
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Re: Important Understanding Resource Routing

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The fastest way to untangle that spagetti resource mess is look for excessive titanium. I bet that is the issue at some sectors as a shortage of titanium causes the newly colonized sector to have construction come to a standstill. I found 23 instances of this in an hour. It's tedious fixing it.

Get a pad of paper and list where these 5 resources come from to get a new colony started, and then later reconfigure a smarter efficient logistics system with mutualism and hubs. Hint: if you do orchestrated terraforming colonization with 3-4 colony ships, then I bet you minimize this issue as you begin with 4 mines in every resource available and with agriculture and with factories. It's way faster and worth it.

In testing then there is a cache of titanium (so no delay to start building) and some duranium and some crystals, so straight away you have buy some deuterium and iridium to get the new colony building program going. Then perhaps do minor temporary resource routing. Cancel that as soon as ore/crystals are locally sustainable.

All of that is work for accountants not commanders. Imagine Capt. Picard doing this. It's absurd.

"Commander Data, I've got a job for you."

You have to protect those ships as they are totally vulnerable.
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Re: Important Understanding Resource Routing

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While the idea of mining resources, requiring them for infrastructure (coupled with energy and industry points), routing them, trading them, even manipulating their value by purchasing them and rushing production...is all interesting...it's cumbersome. It turns BotE into an economic simulation about 95% of the time in the first 700 turns.

This becomes a huge logistical and logical puzzle...then is tedious.

When really players want interesting stories by encountering extraterrestrials, even interdimensionals (which is the current far more likely theory proposed by Dr. Jacques Vallee). The players really want war and missions and the missions might be humanitarian missions helping some minor alien race solve some issue which improves diplomatic stances towards one another...and thus reduce the diplomatic stances they may have from their other relationships they may have with other major aliens.

Those two things players want to do and are not tedious.
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Re: Important Understanding Resource Routing

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If I spent 2,000 hours doing tedious things, I wouldn't be having fun, but pulling out my hair. BotE is fascinating for what it can do and the philosophical questions it poses in intelligent players.

Tracing through the random spagetti of resource routes is not entertaining...at all. In the balancer mod to cope with the lack of adequate trade/resource routes, I 'm increasing the number to help the players.

But to maximize profits, I rarely do resource routes but buy the resources I need...meaning invisible resource routes exist by some mysterious invisible extraterrestrials who deliver them. :lol:
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Re: Important Understanding Resource Routing

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Here's the problem: your empire starts with 1 sector and as you gain more and more on a huge map, it could be 240+ before strongly conquering. You can't really plan how to do resource routes. Maybe you need a cascading logistical network supplying resources wherever they are needed, but that ought to be automatic, not created and broken and recreated and broken every single turn. It's tedious and takes too much time. That means more effort is spent on that then enjoying the game.

Then perhaps you have some trade routes with minor aliens though it seems entirely pointless as their diplomatic stance improves.

To me, BotE would be better, not as a game designed for turtling builders, but as a strategy wargame from turn# 600 up as then you are creating and deploying ships and troops to wage war and hopefully to do humanitarian missions.

Star Trek was seldom about waging war, yet most space games are about waging war. It's rather a conundrum and confounding. :? Neither was Star Trek about creating efficient logistical networks to route mining resources to make profit as clever greedy Ferengi. :roll:
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Re: Important Understanding Resource Routing

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What drives me crazy is I build minimal resource routes and make millions per turn by turn#700. But maybe when I load advanced save games, then whoever uses them has to build resource routes as they think, "The moron didn't make resource routes and now I have to! What was Uesugi Kenshin thinking?"

I'm thinking it's a waste of time. They should be for trade routes only.
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Re: Important Understanding Resource Routing

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This game mechanic for trade income was done by freighter routes in GalCiv2 and was not only more interesting, you had to protect them or lose income. It makes "raiding" an aspect of the game.

https://galciv.fandom.com/wiki/Freighter
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Re: Important Understanding Resource Routing

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How it is supposed to work is even more complex. My method will make you millions and you largely avoid very much resource routing. I do resource routing only when money is too tight to outright buy it. But...the reason is I'm largely playing to preset advanced save games for YOU, not myself. I'm creatIng fortunes and advanced infrastructure and colonies and doing research, so you have a turnkey empire and can focus more on war.

Resource routes.
http://birth-of-the-empires.de/wiki/ind ... rcenrouten
Alternatives
Alternatives
In addition to resource routes, there are other ways to get resources if there is a lack of resources:

Purchase of resources via the stock exchange (purchase price is to be paid)
Transfer via the Stellar Camp (15% discount per lap)
Transport by transport ship (usually takes several laps)
Distributor (only in the advanced game)
Stock exchange
http://birth-of-the-empires.de/wiki/ind ... itle=Börse

Stellar Camp
http://birth-of-the-empires.de/wiki/ind ... lare_Lager

Transport ship
That is when you physically have a transport load up and deliver it to a destination over many terms as a freighter.
.
Distributor
http://birth-of-the-empires.de/wiki/ind ... =Verteiler
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Re: Important Understanding Resource Routing

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The only sensible safe way to do this is:
1.Create mines of high efficiency
2.Buy infrastructure by rushing production which inflates the resource prices,
3. Sell excess resources that are thus inflated
4. This deflates the price of those resources
5. When they get about 100 in value in the first 400 to 500 turns... you stop. Selling further surpresses inflation...and you need regular one turn cycles of inflation to profit.
6. Look at each colony. What do they require to do building that turn and the next? Buy it on the exchange.
7. At higher turns like turn#501, you sell down to 50 and rush production and the value will rise to 1500 which you then sell down to 50. Buy low; sell high.
8. That nets millions.

You do resource routes when you have time and have no other way.
You send resources when you would might be transferring a troop unit to garrison there.
You in the beginning need some resource routes.
Otherwise you might create a trade route with minor aliens to improve diplomatic relations.

The AI is evil and wants to win so trade may improve diplomatic relations with them by creating trade routes to their distant colonies on the frontier, but they will always stab you in the back. And you helped them!
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Re: Important Understanding Resource Routing

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The AI wants to win.

When I play, it isn't to beat the AI, but to enjoy the experience. Star Trek wasn't about beating other empires into dust, was it?

So the AI will always stab you in the back.

Instead, I get along with the AI.
I outbuild the AI.
I outresearch the AI
I build a stronger military force than the AI.
I build better sector defenses than the AI.
I'm the good empire; they are the unscrupulous ones.
So when they attack, I'm ready.

I could be malevolent too, but that is ugly. It's the antithesis of practically every science fiction show as that would imperialistic.
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Re: Important Understanding Resource Routing

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If you want to play as an imperialistic empire, like a future Roman empire, I guess play as the Cartare as they have slaves. That would be a very disturbing space strategy 4x game as you would sabotage everyone, attack everyone, enslave everyone. It sounds demonic.

Are there actually people who cheer the Dominion or Cardassians? Maybe the incarcerated criminally insane psychopaths in the prison system do?
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