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Suggestion: Making surplus production beneficial rather than wasteful.

 
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Suggestion: Making surplus production beneficial rather... - 2/21/2021 2:20:43 AM   
Mina

 

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Joined: 1/16/2021
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Currently in Shadow Empire your production of power/fuel/IP will eventually far outstrip your average consumption and your storage capacity, and any excess is totally wasted. That level of extremely high output is necessary for managing usage spikes though (Like war, or constructing road/rails), so if you want to be more efficient all you can really do is micromanage your assets by mothballing or scaling down production.

This is also tangentially related to how public asset development favors having a single megacity with all of your industry and leaving all your other zones minimally developed, and it seems like there could be a common solution to both.

The really simple option would be turning excess IP/Fuel/Power into Credits, which is done with food currently, and making a balanced treasury more dependent on this surplus, but there's a much more interesting way to do things that comes to mind: Tying excess resources to the private economy and your citizen's QoL.
Surplus IP, Fuel, and Power, are turned into consumer comforts for your citizens, which gives you money directly for the sale of those things and stimulates the private economy to start producing things themselves.
This also easily lends itself to a situation where a surplus of one resource increases demand for the others. There's a surplus of fuel, so prices are low, which means private vehicle ownership is feasible and citizens have a demand for it, and fulfilling that demand will need spare IP and metals to produce them. Now the player is always going to have a shortfall in some area of its asset development, which drives development much better than just aimlessly increasing numbers.
This also means that usage spikes (war) have more factors to consider: using all your spare resources on replacing losses and upgrading your units will cause your economy to falter, and your citizens to potentially become unhappy due to a lowering QoL.

In general I'd just like the feeling that continuous development is an essential and ongoing process, rather than reaching a critical mass of output and not needing to go further. Demands scaling with increased production does that quite well I think.

for reading my post
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RE: Suggestion: Making surplus production beneficial ra... - 2/21/2021 8:57:45 AM   
zgrssd

 

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As far as I know, Fuel is auto-sold to traders, before you have to dump it. The same way Water and Food is autosold. All 3 are wanted by the Private Economy and bought from the trader using Private Credits (unless they can produce the stuff themself from private mining assets). Keeping the price low by selling excess already boost your private economy - but this effect can propagate to enemies economies, via the trade houses.
However it might be that the traders are no longer taking any fuel, with the market having been saturated. Especially for food and water, this can quickly happen on a lush&rainy planet.

IP (same as metal) has unlimited storage. So you can just keep storing it for when you need it. No reason to sell or dump either of them.


(in reply to Mina)
Post #: 2
RE: Suggestion: Making surplus production beneficial ra... - 2/21/2021 5:39:47 PM   
Mina

 

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quote:

ORIGINAL: zgrssd
IP (same as metal) has unlimited storage. So you can just keep storing it for when you need it. No reason to sell or dump either of them.


IP has a storage limit, unless that's been changed in the most recent Beta.

(in reply to zgrssd)
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RE: Suggestion: Making surplus production beneficial ra... - 2/28/2021 1:47:09 PM   
BlueTemplar


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Yeah, the only complaint from OP that seems like it might be relevant to me is the lack of an IP-storing asset.

This matter aside, are you really certain that trader prices have an effect on private economy ?

(in reply to Mina)
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RE: Suggestion: Making surplus production beneficial ra... - 2/28/2021 3:38:31 PM   
zgrssd

 

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Joined: 6/9/2020
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quote:

ORIGINAL: Mina


quote:

ORIGINAL: zgrssd
IP (same as metal) has unlimited storage. So you can just keep storing it for when you need it. No reason to sell or dump either of them.


IP has a storage limit, unless that's been changed in the most recent Beta.

It actually does. I never noticed that. You learn something new about SE every week.


quote:

ORIGINAL: BlueTemplar

Yeah, the only complaint from OP that seems like it might be relevant to me is the lack of an IP-storing asset.

This matter aside, are you really certain that trader prices have an effect on private economy ?

"Industrial Points" are a abstract concept, wich is why they do not need logistics to be moved around.
Wich also means it is hard to store it - it is no physical thing or thing that needs to be stored in a prepared, physical space (like power does).

As for the Price thing: I am 95% sure it changes the prices. You can see what each Zone bought and sold by looking at the Trade Report.
The Handbook certainly says so.
And I would go as far as saying: Changing the market Prices is the reason the Private Economy needs those resources in the first place.

(in reply to BlueTemplar)
Post #: 5
RE: Suggestion: Making surplus production beneficial ra... - 2/28/2021 4:45:13 PM   
BlueTemplar


Posts: 887
Joined: 4/29/2010
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Yeah, I just checked, for at least one city, the price of buying "special" food corresponds exactly with the buying price for my SHQ.
[EDIT : Hmm, the price didn't correspond for population selling metal. Maybe the prices had already been updated ?]
So one might assume that this changes the prices too.

(in reply to zgrssd)
Post #: 6
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