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Underpriced Wonders and Planetary Facilities?

 
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Underpriced Wonders and Planetary Facilities? - 5/5/2012 12:31:50 PM   
Fascist Dog


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I'm close to completing my first full length campaign and the techs are coming in thick and fast. I've got over a million credits in my account and I feel I can pretty much do anything I want now. Firstly, Wonders seem to be very, very cheap to purchase, a mere 50,000 or 100,000 creits. Tue, at the start of the game, that's a bit much for my economy to handle but later in the game, it's hardly anything. I would be happy to see these prices multiplied by a factor of 10.

Same with the Planetary Facilities. as soon as I researched the requisite techs, i had Ion Cannons, Defensive Bases etc built on all my colonies and it didn't touch my credit flow at all.

I guess it's going to screw the AI player big time if these prices are raised substantially?
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RE: Underpriced Wonders and Planetary Facilities? - 5/5/2012 1:16:51 PM   
ASHBERY76


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Yes the economy does not scale at all well to the point off making features irelavent choices

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RE: Underpriced Wonders and Planetary Facilities? - 5/5/2012 2:21:00 PM   
Erik Rutins

 

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A lot depends on which species/government combination you are playing and what your galaxy settings are. In some cases, it's intended that you have a lot of money but that won't guarantee you victory.

With that said, I agree the scaling in the late game needs some work as well.

Regards,

- Erik

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RE: Underpriced Wonders and Planetary Facilities? - 5/6/2012 4:01:51 AM   
Fascist Dog


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I have only played as the humans so far so I've no doubt that the other species will play out differently. I'm a Role Player at heart and I'd like to try them all out at some point, playing to their own strengths and weaknesses. For my next game, I'd like to play as one of the Insect races...

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RE: Underpriced Wonders and Planetary Facilities? - 5/6/2012 8:21:29 AM   
WoodMan


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What game settings do you play on? I find playing with everything on harshest settings that 100,000 is a fair bit. I've only ever once got th the 1,000,000 credit mark before meeting the victory conditions.

Building the wonders after meeting the victory conditions would be kindof pointless.

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RE: Underpriced Wonders and Planetary Facilities? - 5/6/2012 10:37:03 AM   
Fascist Dog


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quote:

I find playing with everything on harshest settings that 100,000 is a fair bit.


Ha. No doubt I would too. I've only had the game for two weeks now and so I'm playing on mostly Normal settings with some things tweaked to make the game more difficult. I will definitely be looking to make things a bit tougher next time around but I'm not sure I want to go for the harshest possible conditions just yet.

BTW, Gkar was my wife's favourite character from B5. Mine was Molari ;)

< Message edited by Fascist Dog -- 5/6/2012 10:38:21 AM >

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RE: Underpriced Wonders and Planetary Facilities? - 5/6/2012 2:02:43 PM   
WoodMan


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On the harshest settings you still reach the point at which your economy becomes infinite, so there is still an issue, just not as bad as on other settings. I think on Normal though (when you start with a normal homeworld) the game begins in this phase, which is a bit silly in my opinion. I do think the economy needs changing, but Eliott and Erik must be very careful not to do anything rash like just raise the prices on everything, because it will kill the harder settings games, especially for the AI.

They need to get rid of the infinte economy stage somehow though, which you reach at different points depending on the starting conditions.

I would suggest development costs for new worlds. But this has already been suggested so many times my guess is Eliott is probably planning to put it in (he usually listens to forum posters).

A scaling military maintenenace cost would be great for both keeping the economy a challenge and also preventing one player (i.e. the human controlled player) from becoming dominant too easily. For example with every ship you have your maintenance cost goes up by a %. So, 30 ships of the same type doesn't cost exactly 30 times more than maintaining a single ship of the same type, it maybe costs 60, or 100 times the cost of a single ship. Generally the bigger things get, the more unwieldy and inefficient they get, this mechanic can represent that. It would go a long way towards helping vs the infinite economy in late game. Eliott alredy put in something similar for research, to prevent the "winning" team from soaring away in front on research, something for military maintenance too would limit military size and economy of the winning team, keeping things challenging for the player (who is usually winning, especially if it is someone who has owned the game for two years or so).

Edit: Molari is great too It is a great episode if those two share screenspace, hehe.

< Message edited by WoodMan -- 5/6/2012 2:10:42 PM >


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RE: Underpriced Wonders and Planetary Facilities? - 5/6/2012 7:57:49 PM   
Kayoz


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quote:

ORIGINAL: WoodMan

A scaling military maintenenace cost would be great for both keeping the economy a challenge and also preventing one player (i.e. the human controlled player) from becoming dominant too easily.


Why don't you just move the corruption slider all the way to the right on the "your empire" setup screen?

That would allow you to make the game more economically challenging, without requiring that Elliot factor variable corruption rates into his model (as it stands, you can set them for your empire but I don't believe this choice applies to computer empires).

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RE: Underpriced Wonders and Planetary Facilities? - 5/7/2012 10:49:45 AM   
onomastikon

 

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As has been discussed quite frequently in other threads on the economy, the corruption slider is not an optimal solution, since with very few exceptions only homeworlds produce any money worth mentioning. Additionally, late-game resource overabundance is not addressed with corruption.

(in reply to Kayoz)
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