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Economy modifier

 
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Economy modifier - 9/8/2012 2:46:24 PM   
franky12321

 

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Hi,

I'd like to know if there is a way to set up an "economy modifier" when starting a new game. What I mean by this is a factor that would decrease the amount of money each empire gets, and thus less ships would be build. Basically, what I want is less ships so that each of them are more important.

Is there a way to implement or mod this into the game? Or have I missed something really obvious? Sorry if that's the case, I am fairly new to the game.
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RE: Economy modifier - 9/8/2012 2:52:31 PM   
pipewrench


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harsher world and corruption

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RE: Economy modifier - 9/8/2012 2:57:34 PM   
WoodMan


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pipewrench nailed it, start with Harsh Homeworlds. Corruption changes only take effect against the player though I think. Also, change colonizable worlds to a minimum (rare or whatever) and definately change independent populations to low aswell.

This will generally make the game a lot slower so you might want to increase the cost of research too to compensate.

< Message edited by WoodMan -- 9/8/2012 2:58:11 PM >


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RE: Economy modifier - 9/8/2012 3:01:39 PM   
franky12321

 

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I've already done all of those things, but I still find after a few years, I'm able to build huge fleet without much effort.

Thank you for the answers

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RE: Economy modifier - 9/8/2012 3:08:03 PM   
pipewrench


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what other settings were you using franky12321 and are you constantly tech trading for cash to keep money flowing in?


< Message edited by pipewrench -- 9/8/2012 3:15:10 PM >

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RE: Economy modifier - 9/8/2012 3:16:08 PM   
franky12321

 

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Huge galaxy with 250 systems, habitable systems are scarce. I didn't use corruption because that only affects my empire.

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RE: Economy modifier - 9/8/2012 3:58:02 PM   
pipewrench


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ok, here try this as an example:

* this is a winnable setting but it will make you think and restrict you to your economy's growth.

expansion starting
research cost very expensive
difficulty very hard
aggression restless

colony prevalence normal
rare independent life (if you turn this up > turn up aggression)
home system harsh

ikkuro (example - pick what you like)

space creatures and pirates are optional.

size starting
tech level starting
and finally corruption set to high (this will slowly creep in as you expand).

Limit tech trading for cash using it only in emergencies as that is what it was designed for. Taxes will now factor in as you will need positive cash flow but not too high as to bankrupt the private sector. Spies will now become very relevant.

Hope this helps. Enjoy and have fun.

Edit* And best of all welcome to the game franky12321







< Message edited by pipewrench -- 9/8/2012 4:17:56 PM >

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RE: Economy modifier - 9/8/2012 4:00:03 PM   
Numdydar

 

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Try knocking down the size of the game to around 700 planets (Normal Size I think.) and keeping the other changes you made. Also check the Colonization range option and that will have a dramtic effect on the pace of the game :) This will make those subpar planets look much better when you need one to extend your ability to reach a planet that you DO want

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RE: Economy modifier - 9/8/2012 8:25:49 PM   
Bingeling

 

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I went by pipewrench's method, and started in a normal ring. I was placed at the 3 o'clock position. I have been lucky with two independents, can grab a third, but the start of these games are a major pain.

Basically. Start with 1 frigate, 1 escort, 1 destroyer, 1 explorer. Buy a few explorer and maybe an escort or two. Watch your first bases get eaten by pirates until you catch up.

Pay attention to economy ups and downs once you got a colonization target. You must order on a "up", and then basically order new colony ships as new colonies are founded, and 20k bonus incomes arrives from ship building.

The long term outlooks are great though. Nice colonies, and research bases in place for my Zenox. Now it is just a matter of having bases in as few systems as possible to make them easier to protect.

6 destroyers in 3 fleets of two.
1 constructor
1 temporary colony ship
1 medium space port that I started with

-12k cashflow, and 40k cash. And 8 promising colonies with several more 80%-ish available in my "circles" that makes the outlook bright.

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RE: Economy modifier - 9/8/2012 8:36:07 PM   
WoodMan


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I play in spiral, if you start on the edge in the largest size map you will have to work very hard to get more than say, two or three colonies without conquering enemy planets.

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RE: Economy modifier - 9/8/2012 9:09:06 PM   
pipewrench


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+1 woodMan, when they turn it up they will need the edge and hope

Bingeling,

fantastic that you have a great start. Have fun and keep an eye on the private sector. If they go negative drop your taxes or stop building bases. There in a nutshell is the economy. When you figure how to balance this your home.

To any new player, Keep your settings at normal and enjoy the story. Only when you are ready for the real challenges of the economy should you put these settings on. Have fun and enjoy. The very hard settings are going to make you think and throw out old ideas you had.

< Message edited by pipewrench -- 9/8/2012 9:26:49 PM >

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RE: Economy modifier - 9/9/2012 3:00:54 AM   
Darkspire


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quote:

ORIGINAL: pipewrench

There in a nutshell is the economy. When you figure how to balance this your home.




Economy The economy in DW is hardly 'taxing' is it? Never known a 4x with such an easy credits base, first few games I had to restart because I thought there was a bug its so easy, and yes I ramped everything up to the insane difficulty levels.

Someone on here posted about research and why would they have to research the default environment for there race when they should already have it, which I thought was a good point so I set up the other 19 races to have the research cost for there default starting environment to half the cost, and a few points added to the default speed on there default environment for building colony ships, I think that helped the AI a bit, they seem to be much better at expanding at the moment and that helps with making it a little more difficult to keep the 'economy' in the black.

Its a real shame though that we have to come up with these 'walking stick' ideas for the AI, once you have got the hang of things its just to easy to obliterate the AI in its current form. DW IMHO is like one of those films you start watching and you say to yourself, 'It will get better in a minute' and your sitting there at the end and saying 'No it didnt'. I really like this game but just wish the AI would be a much better opponent. I found myself going back to GCII and playing on that for a challenge.

Darkspire

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RE: Economy modifier - 9/9/2012 6:13:49 AM   
pipewrench


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You went back to GC2? LOL
Twilight of the Arnor was an interesting expansion but to call it a challenge is a stretch.

Your right about the AI after you have learned the ropes. It will force you to put boundaries up when you play.


< Message edited by pipewrench -- 9/9/2012 6:20:26 AM >


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RE: Economy modifier - 9/9/2012 9:08:28 AM   
feelotraveller


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No tech trading/selling and no taking homeworlds (unless at very end of game for racial victory conditions) are my two big house rules. 

On colonisation - your race can already colonise their native type (that is the level 1 tech you start with) getting the specific planet type tech allows your empire to colonise that type.  Early on the difference can be minimal but later game it is big... at least the way I play.


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