Damus
Izzy :powerpc_transbian: · 5d
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpq0yed9eznvk9dsm73xltuxvlddjyfgezx0f4en7ygmdnssgwvt3ssgh3frn "not exceeding 20 or so on a normal map" me: :blobcatsweat:
whiteline :flag_transgender: profile picture
@Izzy :powerpc_transbian: i mean you can go very wide, i'm just trying to napkin the overhead of maintaining individual resource buffers and trade/logistics links between every colony to every colony. you wouldn't _need_ to do it this way, you could just spend trade to add/pull resources to the central pool, but it would be neat and force the player to prioritize, letting some colonies starve or go without consumer goods because they're halfway to losing a total war

another thought is that trade itself is a resource produced by colonies, which would lead to being able to trade trade, which would also be neat. that way you automatically get modeling of "hey this colony is our logistics hub and ships from there haul other stuff around between our systems, but it's been cut off from war/pirates and that was a choice we could have done differently at some point"
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whiteline :flag_transgender: · 5d
nostr:nprofile1qy2hwumn8ghj7un9d3shjtnyd968gmewwp6kyqpqscykp6fak8pgderfs5ayf69g80d9dfyqv86ln237n4wkxagpd0cq0qq49y my understanding of stellaris patch history and the clausewitz engine is that the main performance problems come from maintaining many objects, thus the vast performance improvements whe...