Population trading

Please!

I have a idea on how to do it;

 

1. Use a transport and move it to a friendly planet lacking in population (transport is lost in the process), then a option to start a population trade route is given. Population between the two planets can then be moved around once a turn for easier empire management and saved time for those that like to give new planets a kick start. Also planet growth can be shifted from one to the other.

HOWEVER, since this idea is brilliant and dangerous to the balance of the game, I have a disclaimer; a. It takes one turn per tile to send the population to the planet or one turn and grows with the distance, sounds fair right? b. Multiple planets can be linked but can only receive population once per turn. c. maximum is 2.5b per turn, a standard transports load. d. No more population than food can be given. e. The sending planet has stalled production for that turn because relocating billions of people causes chaos. LOL

 

2. Awww! The last slave died in the slaughtertorium, what will we do now? Have no fear more population is here! Sell people to other races for money or buy them yourself using a trade ship (black market?*). The applications can be war profiteering (selling population), income (selling your population growth), ideology (give me a minute and I'll think of how it effects it...:| ), and strategic purposes.

 

3. (My final sales pitch) If done right, this will save hours of time on medium and larger maps over the course of a game and make new planets on huge empires easier to manage while increasing the turns per hour margin.

 

Thanks for listening.

 

 

DARCA. ;)

13,412 views 6 replies
Reply #1 Top

Some times late at night I click the new post button and try to think of a genius idea on the spot to stay sharp. Its fun. :)

Reply #2 Top

There could be a 'commercial transport' ship component to allow building of a passenger transport...

Reply #3 Top

Population Trading

 

I'll trade you three Drengins for two Altarians and a young Human.

 

Oh, that wasn't what you meant.

 

Why does the spell checker not recognize "Drengins" and "Altarians" but does recognize "Human"?  Is that right?

 

Otherwise, it still sounds simpler to put a bunch of people in a throw-away transport that you sell when you got there.  If you invested in engines, they would be more efficient at growing new planets, but more expensive.   The population version of a freighter space trading lane seems to put this as a population per turn mechanic as opposed to lump amounts.  The problem I have is that trade lanes get more beneficial the longer they are, but I can't envision that being the same with people.  It is a set amount at start and destination.  It may be more of a balance issue than a concept one. 

The concept itself is workable.  I don't know how much it adds.  I defer to those who do have strong opinions.

Reply #4 Top

I don't see any reason for a passenger or commercial transport to disappear after delivering its load. Colony ships get stripped to help build the colony and military transports can be destroyed during an invasion (perhaps this should be a toss of the dice thing), but passenger ships have no purpose beyond moving people from place to place. And think of how the cartels would complain about the expense of replacing those ships after only one trip each.

Reply #5 Top

I thought it was fair(ish) because its assigned to the two planets and is not useable. So its easier to transfer this way without having to manually send it like we do now.

Reply #6 Top

I think there is a lot of merit to this idea. I like the strategic implications of making some planets baby-factories (especially those that are otherwise basically useless-smaller planets with a couple population bonus tiles). Set up a large growth rate and ship people off to planets with higher population caps and more room for production. I realize this is presently possible, but I like the idea of it being automated somehow.