Hello,
I hate seaports as it unlock manufacturing of a lot of things too quickly. But if i disable them totally the AI goes dumb. (they don't seem to use import company smartly)
1) We can setup low quality import, but 45 is not low quality for me. Can it be capped to 10 or less?
2) Prices are too low. I tryed for electronic componements and the ones i produce are twices more expensive that the the import... (i have all the mines)
3) I setup NO constant supply and all semi-product are constant supply (i played 5 years and no supply disruption)
Can you alter this features a little?
My best regards
CHOUM
seaport balancing
- Stylesjl
- Mod Expert
- Posts: 903
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 63 times
- Been thanked: 90 times
Re: seaport balancing
1) You are right, I think the Low Import Quality is actually too high. On low settings the quality levels seem to be an average of 40. I think it should be lower such as 20-30 quality, so that it is really the bottom of the barrel. I also think that the moderate quality has a high level of variation, from 45 to 70. It might be better to cap the higher levels so that it doesn't go higher than 60 in this case, it seems rather close to high import quality.choum wrote: ↑Sun Jan 05, 2025 8:00 pm Hello,
I hate seaports as it unlock manufacturing of a lot of things too quickly. But if i disable them totally the AI goes dumb. (they don't seem to use import company smartly)
1) We can setup low quality import, but 45 is not low quality for me. Can it be capped to 10 or less?
2) Prices are too low. I tryed for electronic componements and mines are twices the price of the import... (i have all the mines)
3) I setup NO constant supply and all semi-product are constant supply (i played 5 years and no supply disruption)
Can you alter this features a little?
My best regards
CHOUM
2) What do you mean by this? Do you mean that the price in the mine is higher than the import cost of the same material for the same quality level?
3) I think this is true of only some semi products. I did a test and the following will never seem to be interrupted: CPU, Plastic, Electronic Components and Steel. All the others seem to be interrupted, so I think this is a bug. I waited 12 years and nothing stopped.
Here is a save game of my tests.
- Attachments
-
- Import.zip
- (4.3 MiB) Downloaded 16 times
- anjali
- Community Contributor
- Posts: 441
- Joined: Tue Nov 03, 2015 9:00 am
- Has thanked: 4 times
- Been thanked: 17 times
Re: seaport balancing
my games are always without import companies and no seaports at all
AI is opening mines as they need, if current mines are overstretched, those AI companies can handle very well ZERO import now days
-
- Level 4 user
- Posts: 111
- Joined: Fri Dec 07, 2012 10:39 am
- Has thanked: 6 times
- Been thanked: 3 times
Re: seaport balancing
thanks, my last long run was on version 9 and AI was crappy if i disabled the seaports

i'll try again.
By the way, do you know if the AI is better in survivial mode?
- David
- Community and Marketing Manager at Enlight
- Posts: 10462
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 233 times
Re: seaport balancing
I asked the dev team, the supplies of some essential items will not be interrupted for smoother gameplay.Stylesjl wrote: ↑Mon Jan 06, 2025 6:24 am 3) I think this is true of only some semi products. I did a test and the following will never seem to be interrupted: CPU, Plastic, Electronic Components and Steel. All the others seem to be interrupted, so I think this is a bug. I waited 12 years and nothing stopped.
Here is a save game of my tests.
The essential items are either:
1) "STEEL", "ELECOMP", "GLASS", "PLASTIC"
OR
2) "STEEL", "CHEMICAL", "SILICA", "OIL"
Each game is randomized to have either of the above as its essential item list.
In Digital Age DLC, "DVD" and "PAPER" will always have supply too.
I forwarded other seaport issues from this thread to the dev team. They are going to address them.
- Stylesjl
- Mod Expert
- Posts: 903
- Joined: Sun Oct 29, 2023 4:01 am
- Location: Sydney, Australia
- Has thanked: 63 times
- Been thanked: 90 times
Re: seaport balancing
I see, it is by design.David wrote: ↑Tue Jan 07, 2025 4:33 amI asked the dev team, the supplies of some essential items will not be interrupted for smoother gameplay.Stylesjl wrote: ↑Mon Jan 06, 2025 6:24 am 3) I think this is true of only some semi products. I did a test and the following will never seem to be interrupted: CPU, Plastic, Electronic Components and Steel. All the others seem to be interrupted, so I think this is a bug. I waited 12 years and nothing stopped.
Here is a save game of my tests.
The essential items are either:
1) "STEEL", "ELECOMP", "GLASS", "PLASTIC"
OR
2) "STEEL", "CHEMICAL", "SILICA", "OIL"
Each game is randomized to have either of the above as its essential item list.
In Digital Age DLC, "DVD" and "PAPER" will always have supply too.
I forwarded other seaport issues from this thread to the dev team. They are going to address them.
This leads me to a new idea - could we get a script line/setting that turns this off? That way even the essential components won't last forever.
- anjali
- Community Contributor
- Posts: 441
- Joined: Tue Nov 03, 2015 9:00 am
- Has thanked: 4 times
- Been thanked: 17 times
Re: seaport balancing
no idea, never tried survival mode. but yes version 9 the AI was crappy, it got greatly improved, the only downside is that if you dont intend to open up own mines, you most likely gonna have way too many of each mine opened up, depends on low supply tolerance of the AI company CEOschoum wrote: ↑Mon Jan 06, 2025 2:52 pmthanks, my last long run was on version 9 and AI was crappy if i disabled the seaports
i'll try again.
By the way, do you know if the AI is better in survivial mode?
bevore Digital Age DLC i sometimes did run a game with Seaports, but since that DLC i turned the seaports off for good due to that damn static imports that are always available
- cantdownloadit
- Community Contributor
- Posts: 1056
- Joined: Sat Aug 30, 2014 12:14 pm
- Has thanked: 13 times
- Been thanked: 30 times
Re: seaport balancing
maybe they could add "sea port disruption" as one of the events that can fire in game would make a change from looters.
- David
- Community and Marketing Manager at Enlight
- Posts: 10462
- Joined: Sat Jul 03, 2010 1:42 pm
- Has thanked: 78 times
- Been thanked: 233 times
Re: seaport balancing
This is a good idea. How should the game represent such an event? Looters? fire? Or other causes ?cantdownloadit wrote: ↑Tue Jan 07, 2025 12:44 pm maybe they could add "sea port disruption" as one of the events that can fire in game would make a change from looters.
- cantdownloadit
- Community Contributor
- Posts: 1056
- Joined: Sat Aug 30, 2014 12:14 pm
- Has thanked: 13 times
- Been thanked: 30 times
Re: seaport balancing
maybe something like "cargo ship runs around" port access blocked for xx time ?David wrote: ↑Tue Jan 07, 2025 1:40 pmThis is a good idea. How should the game represent such an event? Looters? fire? Or other causes ?cantdownloadit wrote: ↑Tue Jan 07, 2025 12:44 pm maybe they could add "sea port disruption" as one of the events that can fire in game would make a change from looters.