slickrcbd wrote: ↑Sun Mar 15, 2020 3:56 am
I think some mod or the
installer on the site had fixed some bug/exploit causing the confusion.
I did answer 1 of your questions.
but since now you have specified your question to vanilla
scrapping ships will yield 100% of build cost if scrapped in a system with a shipyard. If scrapped at a sector without a shipyard it will yield 0 credits.
As for your 2nd question.
in a quick test that took me 20 min with a turn 1 saved game.
I had no increase to credits when item was built with industry or bought when item was less then current industry.
Note; item type does not matter (ship or structure)
test 1
start of turn 2000 credits
item in build queue cost 165 credits
current industry 234
beginning of next turn credits 2070
test 2
start of turn 2000 credits
item in build queue cost 165 credits
after item was bought 1835 credits before turn
current industry 234
beginning of next turn credits 2070
in test 3 and 4
I removed population from industry and reallocated them to research and credits remained the same but got extra research.
test 3
start of turn 2000 credits
item in build queue cost 165 credits
current industry 171
beginning of next turn credits 2070
test 4
start of turn 2000 credits
item in build queue cost 165 credits
after item was bought 1835 credits before turn
current industry 171
beginning of next turn credits 2070
test 5 and 6
if I lowered industry below build cost and bought item I lost income
test 5
start of turn 2000 credits
item in build queue cost 165 credits
after item was bought 1835 credits before turn
current industry 5 (0 population assigned)
beginning of next turn credits 1910
test 6
start of turn 2000 credits
item in build queue cost 165 credits
after item was bought 1835 credits before turn
current industry 155
beginning of next turn credits 2060
test 6 and 7
if trade goods in build queue
test 6
start of turn 2000 credits
trade goods in build queue
current industry 5 (0 population assigned)
beginning of next turn credits 2073
test 7
start of turn 2000 credits
trade goods in build queue
current industry 234 (15 population assigned)
beginning of next turn credits 2086
so it looks like trade goods is based on population assigned to industry
trade goods give +1 credit per population assigned (with extra calculation for +2% tech level bonus?)