quote:
Originally posted by Molean
Just at the start no ports that arent in (or next to?) sectors with planets in them. Just like you can't make a port where theres no planet but you can move the planet latter no problem.
Another idea option would be to tie port production with planet population and need. This is a complicated idea just throwing it out there. (dont let my more complex ideas shoot down my simpler ones please

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How this would work. Each planet would have a per colonist affect on ports in the area(in that sector or one sector away). Like a water planet would increase the amount of organics for sale on a port per colonist on the planet. It increase the amount of fuel and electronics to buy per colonist. Earth type planets per colonists would increase the buy and sell of all product types a small amount.
Ice planets and gas planet colonist would greatly increase the to buy on your ports of all three products by a good amount. Especially gas planets.
You see where I'm going with this? So ports not in range of anything would not be very productive.
Another thought. Both buy and sell transactions of other players(the owner of said port would not have this affect) would generate taxs and profits that would sit on those port and eventually go to you. But that same profit could be stolen by reds [8] (If you have a citadel it would automatically go there at midnight otherwise you can manually get it from the ports.)
This would create a interesting phenomenon in trade wars. Trading between players as well as unmaned ports.
Other than the port regen rates, you can fairly easily set up a game like you describe by manually editing the game. You need to realize, the current version of tradewars is reaching a close. The main focus right now is to fix bugs, not add new features. The new ideas are good as they might be something able to be implemented into the next version of trade wars, but I wouldn't get your hopes up at seeing any sort of major additions to trade wars 3.x