First, why on earth would I be turning trade to energy? I was talking about turning whatever market resource into whatever resource. I don't see a value for a trade-to-energy conversion at all. not in the beta.I think you could still have that, the production at the end would just be energy-based instead of having a trade-to-energy conversion. No reason not to enable traders to turn logistics into a neat amount of energy. You'd probably also gain more control over what exactly your traders produce vs. being limited by a fixed ratio from the current trade policies.
Unless of course you need a lot of energy to terraform or any of the other thing's energy is used for.
I kind of want a trade policy that's just raw trade. I don't see the value--in the beta--of automatically converting it at all. And that's kind of what I'm pointing at. Having player for a while without any functioning trade policies I don't really want them back. And kind of forgot they were a thing that was going to get fixed. At least not at default.
I like trade how it fits right now, where I don't have to deal with unwanted energy automatically generated and I can spend that trade on whatever I want. Obviously, some of the policies make sense to keep around. Especially the worker cooperative one. But I'm going to be quite upset if I'm stuck selling energy just so I can buy the other resources I want because there is no pure trade option.
Having to swap out buildings, zones, branch offices or whatever just because I need alloys to build a new fleet right now--the main use of trade is emergency funds--would basically be utterly boring. I don't know how this would encourage me to play megacorps, as the best part of that empire type is throwing money at your problems. something you can't do if half--or more--of your money getting waisted as energy is kind of a problem.
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