
Main source of new credits (money from nowhere) is taxes.Ģ. NPC ships (S to M sized) will have a chance to bail regardless of whether the player of another NPC is shooting at them, but NPCs will also attempt to claim abandoned ships.ġ. NPC pirates and military forces will periodically undertake boarding ops against enemy ships, potentially even player owned ships, in order to capture and convert them.Ģ. More service crew, and higher level engineers especially, will repair hulls faster, and enough crew will prevent gradual damage in the first place.ġ.

Hull degradation is counteracted by service crew. Certain activities, like actively mining or travelling through asteroid fields, result in a faster rate of degradation, due to micrometeorites that get through the shielding.ģ. Ship hulls degrade over time, more when in space travellingand performing functions.Ģ. When narcotics are available from pirate stations, they are consumed in the sector at a rate proportional to the local sector workforce size and species makeup, and unlike civilian goods, these produce production efficiency decreases (~10% decrease in efficiency for affected species).ġ. Different narcotics are consumed by different speciesģ. Space Weed, Space Fuel, and Maja Dust, sold in hidden pirate stations in sectors, far from main traffic routes, well outside the sector borders and possibly far above or below the ecliptic plane to avoid detection and destruction by local security forces.Ģ. There is a separate boost for each type of civilian ware present, so maximum variety of available goods is ideal.ġ. If civilian wares (not food or medicine) are present without shortages, the stations in the sector get a productivity boost. If not enough food and medicine are present, workforce numbers on all stations throughout the sector begins to slowly fall.ĥ. Civilian goods are consumed from trade stations in sectors proportional to the amount of workforce present in the sector.Ĥ. Civilian goods, including food and medicine, are sold to trade stations.ģ. Each sector has a trade station to supply the local workforce.Ģ. In addition, the ability to select where the information comes from, selecting either the whole known universe, specific factions, or some combination of specific sectors.ġ. Average price (selling price on stations, weighted according to the amount in stock on each selling station) Supply (amount of the ware that stations have on hand) Demand (amount that stations are willing to buy) Improved economy graphs for each individual ware, with time along the bottom axis and along the left axis, the ability to select: Click on line in trade list to initiate trade run, select from your available freighters, and select how much your freighter will buy or sell.ģ. buy amount (how many units the station can buy)Ģ. sell amount (how many units the station can sell) A simple, sortable list of all known wares and stations in the galaxy to better inform our trade decisions, with the following columns Start off with very low taxes, and balance upwardsġ. Collected at the time of each transaction, but no immediate notification created on player ship when these are collected

A percentage of the value of each sale for each ware, paid by the buyer This is essentially money from nowhere, it is an infinite pool, but credits come in at a fixed rate.

Each sector generates a steady stream of credits to the owner, dependent on the size of the total sector population, with more populated sectors giving more tax revenue. So here it is! In non-alphabetical order:

And hopefully, some talented modder or some egosoft employee might see this list, look it over, and decide that some of the ideas might be both doable and worthwhile to implement. But, if and when I ever get sweet, sweet modding skills, these are the sort of changes I would make. I suppose this list is more for myself really, as I expect it to be quickly buried in the depths of the forum. I spend too much time thinking about what I would want to see in this game, I admit.
