Domesteads V1.25

A military-oriented and sci-fi wargame, set on procedural planets with customizable factions and endless choices.

Moderator: Vic

Post Reply
Cassini
Posts: 109
Joined: Tue Nov 30, 2021 6:03 am

Domesteads V1.25

Post by Cassini »

Domestead Initial.jpg
Domestead Initial.jpg (75.77 KiB) Viewed 579 times
Domestead  2.jpg
Domestead 2.jpg (73.21 KiB) Viewed 579 times
Domestead 1.jpg
Domestead 1.jpg (51.71 KiB) Viewed 579 times
Caught this in 1.25

First clip is when a new zone builds a dome stead level 1... the expenses mouseover shows the 100 credit cost, but the 'debt' is listed as 419 credits. Is there an expense to build the road to the construction site, the construction hex is one hex off of a pre-existing road?

Before paying off the 'debt', a level 2 dome stead is constructed (buying assets expense shows correctly as 200 credits), BUT the debt rises to 1070 credits - just over 600 additional credits of debt is added for a 200 credit buying expense.

This is obviously a MAJOR problem when it comes to new zone development and essentially 'breaks the game'. I haven't encountered this 'glitch' when existing zones go into debt to purchase assets.

It has been about 6 months since I've played this and this revision significantly changes how the game unfolds. The low energy output of the initial hex perk really slows development (the computer players don't appear to be slowed to the same extent). The ammo consumption formula appears to have been shifted - much more ammo being consumed now. The hit points of regular infantry appear to have been reduced while the hit points of AI forces appear to have been enhanced.
Thrake
Posts: 300
Joined: Sat Jun 07, 2014 7:15 am

Re: Domesteads V1.25

Post by Thrake »

The credit cost is the amount of credits that the private economy must have before the asset's construction starts. Then the private economy buys a number of resources that are necessary to build the asset from traders. Often times the total cost will exceed the base credit cost and the surplus turns into debt. If you want a more active private economy you need to supply resources to them, selling resources to traders or letting the private economy own mines.

The fact that the economy didn't repay the entirety of the debt before building another asset is a bug.

There's been no change to infantry HP, however you now need improvisation from model advisor to get better odds for good design rolls so the effect of a bad councilor are more impactful.
User avatar
Voker57
Posts: 290
Joined: Sat Sep 19, 2020 9:00 am

Re: Domesteads V1.25

Post by Voker57 »

Materials' cost always goes into the debt and is repaid later. Regarding the debt increase, it's probably under the debt threshold to build more assets.
Cassini
Posts: 109
Joined: Tue Nov 30, 2021 6:03 am

Re: Domesteads V1.25

Post by Cassini »

Metal 1.JPG
Metal 1.JPG (41.44 KiB) Viewed 414 times
Metal 2.JPG
Metal 2.JPG (16.43 KiB) Viewed 414 times
Metal 3.JPG
Metal 3.JPG (5.45 KiB) Viewed 414 times
At round 60 or so....

There is a real scarcity of metal for the 'magical mystery traders' (metal going for 150 credits) - I haven't purchased any metal from the traders in MANY rounds - so no player induced scarcity. The zone in question has just constructed a level 1 industrial asset - first private asset constructed, no dome-steads (due to keeping the zone at the city hex ONLY). So all the debt shown is due SOLELY to the construction cost of the industrial asset and 25% sales tax incurred in purchasing from the traders - the 1000 credit upfront cost was present before construction commenced.

Of the debt shown, about 600 of that is 'sales tax', so the 'traders' are owed about 2500 or so. The zone is sitting around total 20,000 population and producing a per round surplus of about 60 credits after taxes (all population is being fed by emergency food). This means (absent any public credits going into the zone), it will take about 50 rounds to repay all of this debt and resuming further growth.

The AI economy (going back to the BETA), simply cannot handle this complexity AND deliver anything resembling credible economic development. I have never experienced metal prices this high before. With the private economy consuming metal from the magical mystery traders instead of having the option of first dipping into the player's public stockpile, this issue cannot be avoided.

So....

Option 1: In the governors orders screen, give the player the ability to 'allow' the governor to use public stockpiles for private asset construction IF the stockpile has sufficient resources to 'pay' for the asset at the onset of construction. This will 'bypass' the magical mystery traders and facilitate private economic growth if the player can manage a sufficiently large stockpile. It would be of IMMENSE HELP if the private resource requirement for each asset construction would be LISTED so that the player could PLAN development accordingly.

Option 2: Create a new resource.... STONE. Have private assets use STONE for construction rather than metal. This would break the link between private and public consumption of one resource (METAL), thus pushing up its price astronomically due to the competition for this resource which is so scarce when it is being consumed by EVERYTHING. A private asset of 'stone cutting' could even be created, which would produce private stone to be used by private asset construction. Allow a private stockpile to be created for each INDIVIDUAL zone (representing the fact the transporting heavy stone from zone to zone is simply infeasible). Once a zone's stockpile of stone is sufficient to build an asset, the stockpile is reduced by the asset construction requirement and the process continues.
Thrake
Posts: 300
Joined: Sat Jun 07, 2014 7:15 am

Re: Domesteads V1.25

Post by Thrake »

If you want cheap metal prices you only need let the private economy own some metal mine or ruins. It makes sense that there's a middle man, cities accumulating resources to build assets wouldn't model a liberal model.
Post Reply

Return to “Shadow Empire”