If we want balance, then it can't be mechanic overhaul because it'll be expensive to develop. Use mechanics which are already there ... make balanced exchange rates, maybe involve some Influence. Limiting contracts, tons per trip etc might be over complicated. If devs will be abble to bring it closer to 1:1 where I mean 1pcs GoodX->Raw Materials->1pcs GoodX then it'll be huge improvement (in my head). We shouldn't be able to achieve 12000% profit.
I vote also for influence, because it's finite resource so at least something will be "Finite" in Docklands. Also I like the fact, that then I need to decide if I want new ship, zoo module or dock module for example.
Unfortunately I don't have an idea how to make exchange rates adjistable, so if devs decide to do it - it probably will be for everyone.
For Influence it's easy - just a setting: Dockland Influence cost: none/small/medium/high, or just on/off. They can even bring it for other Influence buildings - im fine with it and this will make Mods which disable influence redundant
@KopiG - you seem to be experienced, do you have your thoughts what other ways to balance it without breaking it may work? Just theory crafting![]()
I tried to brainstorm the dev's decision on Docklands and came up with nothing that could make sense, nor business level nor gameplay balance level.
Maybe they just designed it and threw it in like that because they were to lazy to balance it.
Hey, remember the Anno 1800 logo: "Lead the industrial revolution!"
Well, Tobias just put an end to that revolution. Just open his menu and he'll bring you any resource in infinite amounts in exactly 20 minutes, using a 6 slotted ship.
On the game descriptions it is mentioned "discover a new continent"... yeah, to delete it in Docklands due to becoming useless.
Docklands transformed a complex city builder into a housing simulator.
No need to be an expert city planner, a micro management genius or a titan of industry... just build houses man! Yeah, awesome, right?!
This is why I did not add it to any of my current games.Originally Posted by Nightwolf_2404 Go to original post
I meant 10 active contracts in TOTAL. So you can have many Docklands on many islands, but you can use only 10 contracts at the same time.Originally Posted by KopiG Go to original post
Every contract is one ship, and it can bring you 300 t of goods / 30 mins.
Time would be counted for every contract separately.
i don't understand all the hate people have for the "unlimited resources" from export contracts. my main save was at 350k population and money cap and ~2 mil income and unplayed cause i had literally no more space to build anything due to the production buildings spam. now with the docklands out i have finally started playing again and am loving every minute of it because i can rearrange the buildings on some of my previous production islands to actually make them pretty and not just a supply depot for my investor island.
devs, for the love of god, leave the export/import rates and the number of contracts as they are now and pay no attention to the tryhards whinging on these threads.
if you don;t like the resource barter system DO NOT USE IT or ABUSE it. don't assume you speak for the players who are actually enjoying it as it is, when you are whining about "trivializing" the game.