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Economy tweaks for 1.04 - 4/18/2010 11:47:19 PM   
Interesting

 

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Ok. Erik, Eliot, whoever read. Ive put some time and effort into trying to explain what the economy problem is, where it lies and what we could do to fix it. I know you guys already got the message before and are already planning on fixing all this issues. This post might add to it.

Ive said in other topics, the main revenue generation for players is colonies.

Colony type, size, development level and population.

The revenue formula, based on population (limited by type of colony and size) times development level (plus any ruins or government/racial bonus), fractioned taxes and corruption is what ends up in the players pocket

The current problem is: the players started getting a lot of money from that too fast.

I dont see a problem with the formula itself.
The problem I see is that:
Population grows too fast. (wich is the main factor of the revenue, rather than development level)

Development level multiplies the revenue from lets say 1 to 199 (Ive seen it once), but then population multiplies it from 1 to over 30000M. See? The population weight on the formula is what drives the revenue up.

Its not so much of a problem to get 10 sources of luxuries nearby and the freighters AI in their safe routes.
Even if the AI sucks at doing the job of keeping all colonies fed up with 10 luxuries at all times non stop, rather than just trying to divide all strategic resources you have just for the sake of doing it, even when those resources are not needed. But, since we have no say over what the private freighters do and how they do it and whatever way we design it ends up being wasted by the AI behavior, its ok. It doesnt affect the economy nearly as much as:


Population development. This is where the money is at. If players do everything at their aim to just focus on increasing the population as fast as possible, GDP revenue wich is heavily tied to it, will grow exponentially.

For example, having a good reputation, building specifically designed small spaceports just to get the recreation and medical bonuses (the most simple ones increase reputation by 14 and doesnt cost much maintenance to maintain).


The way I see it, maintenance of everything scales differently from population/development.

Development increases slow, and depends on player built mines on luxury resources and freighters, and it has a cap, reachable very fast. I never analised how fast it took to get development level to 100, but as I said, its not as important as population.

Both multiply each other, its just that one outweight the other by over a hundred times.


And back to population.
What I noticed is that having low taxes, add huge bonuses to population growth.
To the point where as soon as I colonize a planet, I can get away with the following strategy: survive with the taxes gathered from only one colony, while all the other colonies have 0 taxes, just working on multiplying its population. After those colonies reach a X ammount of population, I build a smallport there, because its the point where the maintenance cost of tjat small starport is lower than the benefit of having the reputation bonuses (Wich will directly affect population growth, making it grow faster for that maintenance cost)


If there isnt any war going on during this time, wich even on the "Chaotic" it wont, because every AI will still be growing, or maybe the player didnt even found that AI yet. And even if the player did found that AI, he can manage that period long enough untill his colonies have enough population and development for him to build military ships for that.

In other games, players can be rushed, or players have to make a choice regarding attacking early or focusing on economy. In Distant Worlds such choice is rigged. Its foolish not to focus on getting more population and development for his colonies, and of course, more colonies itself, the very core of the revenue.

Paying pirates 5K for the location of a Colony? Cheap, best investment ever.
Making explorers and sending them manually all around to find colonizable planets.


The thing is that increasing development level is too easy and happens too fast.
But increasing population is an even worse unbalance, because population growth affects revenue more and it grows too fast.

A colony with 10M, can get up to a hundred times that, very fast. Multiply its revenue by a hundred times, think about that.

Its not the ammount of colonizable planets/moons in the galaxy. Even if you cut it to 1/3, its not the ammount of colonies that make the difference. Players just need need two or three colonies with max population and high development to get more money than they will ever need. Like 333K GDP each one of his three colonies.

Also, at a certain time, players are able to tax colonies more and more.
I have colonies being taxed at over 40%, some at 50% and they still have over 16 reputation (the yellow smile face). This is where the problem lies.


Colonies population, development grow too fast. They accept being taxed by too much.

How I would fix it?
Reduce the positive bonuses for 0 tax. Give almost none bonus for 0 tax. Make it so the decision of "taxing it for the colonie revenue versus not taxing for faster growth" is actually a balanced one. Right now its a no brainer.

Make it so at 0 taxes people get just 5 plus reputation, instead of 50-70. While taxing it for 10% will not give or take any reputation, this way, people have something to gain from 10%, even if its just 10% out of xxM population with 50 development.

Also, even if the player choose not to tax its colonies and have good reputation from killing pirates (wich is almost negligible, and temporary) or good reputation from starport bonuses, populations shouldNT grow by leaps and bounds.

You see, populations increasing over than 100% by every tick. With all the positive bonuses, populations shouldNT grow more than 25% or so. You might think that % is too low, but dont forget its a chain effect, every tick is 25% over 125%, and the next time, its 156,25, then 25% of that is 195,31 and so on. Even at 25% it will grow very fast. But the idea is that it doesnt grow 25% each time, but less than that, because people will actually tax their colonies to gain little revenue, rather than not tax them to gain huge boost population growth (wich will be balanced).


Another thing that could be balanced, is the maximum manageable tax % one could get from high end colonies with max population and max development.

If we keep the current numbers: like 30000M population times 100 development = revenue times % of taxes less % of corruption, then we need to lower the taxes.

Right now, taxing colonies for 50%, out of their fat 300-400K GDP, breaks the game. Because players can afford everything if each colony gives them that money. In all my games I never needed spent more than 100k in Maintenance myself, and thats for all everything I have and just ONE colony can pay for everything. Now think that I have many colonies generating similar revenues. Beyond broken.

But, if at 15% taxes population started complaining a lot, instead of 45%... then instead of having one good colony to pay for everything players would need 3. Off course players would be able to increase taxes to 40%, but then it would mean certain break out, instead of perfectly manageable +16 reputation like it is now.


If we lower how fast population grows, how fast development grows and how much players can tax those colonies, we can get to a point where it would take a long time for the player to reach "max population in a colony", playing many years with tightly counted budget. But eventually, they still would reach the point where 10 Colonies would be overboard and break the game, as 2-3 colonies break the game now.

So another proposition, would be to halve the maximum population. Instead of a 30K size Colonial planet holding 30000M population, make it hold just 10000 at maximum. This is also another way of fixing the problem.

Then, instead of needing 10 colonies, players would need 30 colonies to get to that point where money is not an issue.


Fixing economy, is a matter of "slowing its growth" (right now its too fast) and capping its maximum potential (right now one colony at the cap population/development gives too much revenue).


The free trade agreement, or getting % of subjugated alien races, income from building private ships etc is negligible. Right now colonies tax answer for 99% of the player revenue. This is also a problem.

We have to beef up the other ways of acquiring revenue, besides colonies. Its too much obsessive compulsive: start the game imediatly start building explorers, colony ships, buying locations of independent colonies. Why is it a problem? Because 99% of the revenue depends on it. Without it you dont do nothing. Players have to colonize.

Maybe killing pirates and space creatures give monetary rewards/bounty. So if you nerf the "how fast" aspect of colony revenue, the beggining could be too harsh, but then it could be countered with these other methods (that wouldnt grow exponentially).

I always felt pissed of that killing space creatures wielded no rewards and killing pirates gave temporary/negligible reputation boosts. Make them give more rewards, from 5-25k a kill. A pirate base, could pay 15k. A big space creature could pay 25K. This would be fun and balanced. Its not someone can go on and kill a those huge space creatures without some sort of investment as well. It would provide a good reason to have a military in the beggining, instead of just arming everyone by design.


I fear that instead of nerfing the total ammount of colonizable planets, we should fix how fast they generate revenue through population growth (main factor) and how fast and how many luxuries resources are needed to increase the development level.

I dont want to have just one Colonizable planet per sector in version 1.04. I dont think thats the right way to do it, if thats the case. Based on the reasons stated above, it wouldnt fix it.



< Message edited by Interesting -- 4/19/2010 5:12:14 AM >
Post #: 1
RE: Economy tweaks for 1.04 - 4/19/2010 12:17:52 AM   
lancer

 

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Goodaye,

A well thought out and reasoned post.

My experience with versions up to 1.3 would be that you are most likely correct.

Your recommended solution of crimping the tax-take or population growth sounds reasonable.

Cheers,
Lancer


(in reply to Interesting)
Post #: 2
RE: Economy tweaks for 1.04 - 4/19/2010 12:32:57 AM   
JosEPhII


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Would this be late game or early game?

I Always run out of money early game. And that Main planet pop taxed at 47% is squalling that taxes are Too High ( -24+). By the time I come out of the " BlackHole of No Money" I'm 15 colonies behind every AI I meet. When right before my economy tanks I was a close to the leading AI.

Where do I find these 300-400K GDP planets? I must be in the wrong galaxy?!?

I have to scrap every Military ship I have to get out of that "Black Hole of No Money"!

I just don't see your justification for these "nerfs". Maybe they are needed mid to late game? I don't know.  But early game this would cripple the Player from colonizing. And the AI would pound you to dust in a matter of 5 years. I've already had this happen Way Too Many Times.

JosEPh




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RE: Economy tweaks for 1.04 - 4/19/2010 12:59:50 AM   
HsojVvad

 

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Do you have lots of civilian ships Joseph? Remeber you pay maintenance for them as well I believe What about mines? Do you have lots of them as well? I use to build mines everywhere, but not anymore as you say, trying to get out of the Black Hole of No Money.

Also what goverment are you using? That can make a difference as well.

(in reply to JosEPhII)
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RE: Economy tweaks for 1.04 - 4/19/2010 1:13:11 AM   
Astorax

 

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Davor, you only pay maintenance on your military ships and colonizers/exploration ships. The private sector pays maintenance on their own ships.

Its likely that too many mining bases are dragging him down (and, of course, it could be partly the government).

(in reply to HsojVvad)
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RE: Economy tweaks for 1.04 - 4/19/2010 1:15:26 AM   
HsojVvad

 

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Really Astorax? I guess I read it wrong somewhere then about having to pay for the private sector. Why is it that it's listed in the empire screen then? It confuses me so easily . I know someone said we had to pay for mining maintenance costs, so maybe I assumed this was for the private ships as well.

(in reply to Astorax)
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RE: Economy tweaks for 1.04 - 4/19/2010 1:48:33 AM   
Astorax

 

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The private sector has its own money it makes from selling resources at the space ports in your space and alien space. This money is then used to buy ships from your space ports (which money you get everytime they buy a ship) and is also used to pay maintenance on those ships. In your Empire screen, on the right, is their balance sheet. The number at the top is their total money, then expenses and the bottom is how much cash they net and can afford to purchase new ships with. The only number from that column you should concern yourself with is the bottom one. If they are running in the red for some reason, then they cannot be buying more and better ships that you design for them = less cash for you. I have never seen this happen but then I have this problem where I restart a lot.

My private sector, at the moment, is only making a net profit of 5k. Of course, I've only met one other major race so far, too.

(in reply to HsojVvad)
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RE: Economy tweaks for 1.04 - 4/19/2010 1:49:27 AM   
lordxorn


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The Empire Screen list your civilian economy, however your derive your government revenue from the civilian tax revenue. The column on the left is directly affected by your actions, where the civilian economy handles it's maintenance.

I am with Joseph on this one, so Interesting you are telling me you are making like millions of positive cash flow? I would like to see a screen. I found that to even match the top ranked military AI empire in my game, I have to build a whole boat load of my top of the line cap ships. This maybe got me half the way, then my cash flow went negative. Yes I have alot of new colonies, and new free trade agreements seem to have a negative effect before a positive one.

What I am wondering interesting, is your game is a very friendly one? Because I don't think the player economy needs to be nerfed any further, besides the aforementioned ship maintenance issue, ground troops are extremely expensive.

(in reply to HsojVvad)
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RE: Economy tweaks for 1.04 - 4/19/2010 3:34:53 AM   
JosEPhII


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I eventually come out of the BHoNM but not until I do some serious pruning. I usually Play Human with Republic Gov't.

I started a New game this evening with No Starting AI, Just Independents. At about the point of having 6 colonies I started to dip into the red. So I I refused every Adviser's Notice for building New ships until my 6 colonies began to pick up steam. I also made sure to send my construction ships to planets/moons/etc that had the Resources My Empire desired to build bases (mining or Gas). Soon I was up to about 10 colonies and was beginning to have positive cash flow. It wasn't until I found an Acadarian and Zenox colony ships that my opportunity to rapidly find colonize-able planets took off.

After 3hrs of play I now make about 35k with an empire balance around 160K. But I have had to ignore countless AI Advisor requests to build more ships. I have 2 pirates I'm in contact with and so far there is No other AI empire that has emerged from any Independents. So I have a Peacetime economy, an Expansionist economy and I still eXperienced an Early game BHoNM.

So I guess to understand why some players are demanding an Econ overhaul is not in My grasp/understanding yet. It could be a completely valid request but from my point of view it doesn't need to come into play until at least 20 years game time have gone by.

Now if I had started my usual game of Humans with 4 AI and Independents forming new Empires I would be in serious trouble after 3 hrs of play. I'd be fighting wars I didn't start, have a crippling period of time from the BHoNM early game and be struggling just to survive. I've lost at least a 1/2 dozen games where an AI empire shows up with triple the number of colonies I have and wipes the floor with me. Because I had the BHoNM time period in my Empire's early growth.

JosEPh


< Message edited by JosEPh_II -- 4/19/2010 3:37:08 AM >


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RE: Economy tweaks for 1.04 - 4/19/2010 4:22:19 AM   
Fishman

 

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quote:

ORIGINAL: lordxorn

What I am wondering interesting, is your game is a very friendly one? Because I don't think the player economy needs to be nerfed any further, besides the aforementioned ship maintenance issue, ground troops are extremely expensive.
Ground troops are the #1 expense item on my balance sheet, really, by about 2 or 3 orders of magnitude. My ship maintenance costs in a late-game are maybe in the double-digit-K range, but I have 4-digit troop maintenance expenses and there are still not enough troops! The interface for defending planets with them is so bad...

(in reply to lordxorn)
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RE: Economy tweaks for 1.04 - 4/19/2010 4:22:50 AM   
HsojVvad

 

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I don't have a grasp yet on how the economy works yet. But I always refuse when the AI starts asking me to build things. I am thinking of turning this option off now, since it gets annoying.

One trick I do, wich I havn't done in my current game and not making money is I go into the Planner screen. I always see what first coloinies that can be built, then I check what resources I need, then I look at what resources the galaxy demands. Alot of times, I build mines on what the galaxy demands, but what I don't need. As I said I didn't do it in my current game, and I am not making as much money as I use to, so I am wundering is it because I am not selling to the galaxy now, I should be making more mines what the galaxy wants. I will try in my current game to make more mines what the galaxy is looking for and see if I make more money or not.

(in reply to JosEPhII)
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RE: Economy tweaks for 1.04 - 4/19/2010 4:59:17 AM   
Interesting

 

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quote:

ORIGINAL: lordxorn
What I am wondering interesting, is your game is a very friendly one? Because I don't think the player economy needs to be nerfed any further, besides the aforementioned ship maintenance issue, ground troops are extremely expensive.



I started a new game some days ago, this time on "Unstable", the 4th agressive level.
In my current game with 1400 stars, in a "starting" galaxy and customized 19 AIs one of each race (everyone starting equal to each other and me)


What happened in my game is that, when I found another race, I had explored 6 sectors worth of 120+ star systems, had 3 or 4 colonies and had around 12 or so custom designed exploreres with guns. Then I put a custom designed "scout" ship with long range radar (as human I start with that tech) on their system. They could do anything even if they wanted, so I explored and colonized everything around them. They had just 1 colony, some ships, some freighters and 6-8 mines and thats it.


By the time I found the 3 more races, Boskara (insectoid, agressive), Teekans and forget the other one... I had already reached that "no turning point", where you have ridiculous money. I had many 8-12 colonies. Explored 10 or so sectors. My first and second colony had reached its max population and near max development and over 40% taxes, those two colonies were giving 600K+ GDP, the other colonies were all rising fast with 0 taxes. At this point I felt I could not lose anymore and this was the point where I broke out of immersion and lost interest.

Some months after I found those 3 other races, Boskara started with Trade sanctions/embargos on me. They had only 500 military power worth of half a dozen destroyers. They still had one or two colonies only and it generated only 9K GDP. Do you feel me? I generated over 600K GDP with just 2 colonies, and all the others I wasnt even taxing. I could have bought them with Diplomacy quite easily. By this time I could have made and sustained a big enough fleet to destroy all the other 19 races in a rampage.

The tech setting was "very slow" and I had just researched two things (that I crashed), Construction (to build 330 size ships) and Habitation (and havent even got the second colonization module) and nearing the second Construction crash research (to build 500 size ships).

So the thing is, it doesnt matter how agressive the AI is, because:
1. it doesnt know how tax to increase population so you will always reach the population cap before them and have economic advantage;
2. it doesnt explore and colonize as fast as the player on manual; I manually control each explorer, they get in and get out quick, just want to know if there is anything colonizable inside that star. The AI doesnt do that, when they explore, they go back and forth between each asteroid, taking much longer to grab the colonies than the player, so the player will always have more colonies than the AI, except if the AI was blessed it colonizable planets/moons in adjacent systems, but in normal conditions, the player will always have X to 1 superiority in colonies. I had like 12-14 colonies and the 4 races I found had just only one or two.

3. it doesnt control its expenditure, so it builds stuff it doesnt need; you know when the advisor tells you should build X and Y ships? Dont. Most of the time its stuff you dont need. Stuff that will just be costing maintenance. Design your own ships with its own particular purposes. They have troops when they dont need them.

4. the AI designs are poor, not just the AI Private designs, but its Estate designs, they lose ships to space creatures, to pirate attacks, they waste money on escorts/patrols that cant do its job properly. You say "each AI has its own design based on its personality/culture/etc" but then I say, and all of them suck in many ways, by having stuff that it doesnt need, or by not having enough stuff that it needs. Besides the whole problem of badly placement of units, the player can always exploit it.

5. It doesnt crash the right techs; So, by the time the player can make size 500 ships the AI will still flying its default designs size 160 or so "destroyers". By the time the player is colonizing the second and third layer of planets, the AI will still be limited to its racial type of planets and Colonial ones.

6. It doesnt buy off pirates location of independent colonies; 15K and I grabbed 3 colonies, one of them already paid the colonization costs and information price in the first months. The AI does that? In my game, after months, I managed to grab independent colonies next door to AI races!

I could go on and on.
But even on "Unstable", its not a factor.

If you want something that trully affects difficulty, its the age of the galaxy. If you start with the worse possible tech, colony, ships and everyone start as if they had 10 years of advantage, then it will be very very hard, might even depend on luck to get through the beggining.

I didnt tried that yet, because considering every AI is racing and the 1400 stars is not that epic.

If it was "epic" in scope/scale as Spore, then I wouldnt mind starting in an "old" galaxy: like in Spore, where everyone is imbalanced, but atleast it doesnt have that "arcade racing" feeling.
In Spore some races are just there obnotious of others existance, some are happy with their own system, territory, resources, it has an organic feel, you know, not all races are competing, in this game every race acts the same, they all want more techs, more resources, more colonies, the fact that some are more agressive than others doesnt fool me. Thats why a "starting" galaxy, everyone "equal" is the way to go on this game.

But I believe that even in an Old galaxy, if the player is lucky enough to survive long enough to get to that "point of no return" wich now means: getting 2-3 colonies to max population and very high development level, then it would became like any other game.






(in reply to lordxorn)
Post #: 12
RE: Economy tweaks for 1.04 - 4/19/2010 5:20:32 AM   
lordxorn


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Wow I never even think of Spore along the same lines as DW, anyways you make a very valid point about the AI. I totally agree it needs a boost, to give us more of a challenge, especially since there is no multiplayer.

However on the same note I recommend you try the game on 700 stars, because with 1400 stars, that is twice the amount of stars packed into the same area. With a 700 star game I find it is paced better by the AI. Of course you may be onto to something as far as population pumping your colonies with 0% tax, supported by your uber starting colony. Thus winning the population/income race.

So your 600k GDP, I am interested in what is your actual cash flow?

(in reply to Interesting)
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RE: Economy tweaks for 1.04 - 4/19/2010 8:56:30 AM   
thiosk


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I'd be lying if I said I read everything in the OP.

BUT: something in the responses caught my eye-- thats the cost for troop maintenance.

turn off automation for troops!!!!!!!!

Wars do not start in the first week of the game; so why build troops at all?
I don't go into the red anymore until I have well over 10 colonies, instead of the 6 reported by other folks. I have to fire up another game soon, but the last couple expansion phases I've gone through got me into the lucrative phase and skipped the black hole of no money entirely.

If you focus on ECONOMYECONOMYECONOMY from the get go, do not build too many military craft (think: escort fleets with a couple frigates and destroyers for pirate duty), and do not allow the AI to automate troops, you won't be losing money.

Once I've met 3-4 aliens, and pissed one off, I then go through and build 1 troop at every planet. Then, i look at the map and put 2 extra troops at worlds that are close to the other empires.



I think the troop game could be rethought for the expansion (and you damn well better be looking at an expansion)

ERIK: this is for you, please pick up and read through a couple books at least of the Gaunt's Ghost series;

http://en.wikipedia.org/wiki/Gaunt's_Ghosts

Talk about post-future infantry worship-- and I think an expaned DW could really benefit from a close look at how ground forces work. "Pick up troop" "Drop off troop" is tedious and not improved on DW relative to other titles at all; in fact, I'd argue DW as weaker than the original MOO for infantry actions (but at least it makes sense, as the huddling masses aren't participating in the battles)

< Message edited by thiosk -- 4/19/2010 9:06:21 AM >

(in reply to lordxorn)
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RE: Economy tweaks for 1.04 - 4/20/2010 12:12:47 AM   
Interesting

 

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I tried to "log" back on my game, but I get a memory error. So I cant continue that game right now. Its the second game I have to withdraw due to some sort of bug that prevent my game from loading the save... 

(in reply to thiosk)
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