Erik Rutins -> RE: Distant Worlds 1.0.4 Public Beta 4 Now Available! (4/29/2010 3:52:35 PM)
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ORIGINAL: jscott991 Governmental inefficiency is also vastly overstated. We will have to agree to disagree on that score. quote:
The true reason large, settled empires tend to become financial quagmires is social spending becomes a larger and larger part of any nation's budget. This, in fact, is the ideal way to take money out of the game, but is probably too radical of a reform to suggest. But if you had a system where larger, developed economies demanded social spending over time, this would take money out of the treasury and limit the size of fleets or whatever you are trying to accomplish by reducing economic growth. That's actually part of what "corruption" currently represents. That's why larger, more developed planets have more local "corruption". It represents the overall inefficiency in the system. More developed colonies are willing to tolerate higher taxes in the current system, but at the same time they have more inefficiency as far as how much of their revenue is actual "profit" at the galactic level, per capita. Seriously, what you are suggesting is what we are already trying to model through corruption. While you would change the name, we're folding that into the same concept and your suggestion would also be a global "shortcut" to reduce the economy of developed worlds. quote:
And if distance from the capital isn't a major part of the corruption formula, why even introduce something that would force players to even consider a gamey move, like moving their capital? Why even force that situation? If the advantage to deep core races is small, what's the point of them having an advantage at all? Simply take that dynamic out of the formula. Because it's realistic. You brought up the modern-day example of moving the Capitol from DC to St. Louis, but that's a false analogy. It doesn't take a month at best travel speed to get from DC to St. Louis. In DW terms that would be moving the capitol from one planet in a system to another. A better analogy might be the ancient Roman Empire where travel time was more equivalent to a large galaxy-spanning empire in DW and local governnors got away with quite a bit as a result. quote:
If you don't like the idea of increasing tech/component costs over time (which I think is the most elegant way to accomplish the same thing you're trying to do, while giving the player some measure of control over the degree that this cash sinkhole will actually operate), there are other possible solutions. Everything in the game is built around the economy, so I don't see why tweaking it required using corruption to begin with. I actually like the idea of increasing tech/component cost (it already does to a degree). quote:
1. Introduce social spending Already modeled as part of corruption. quote:
2. Increase the cost of crash research I'm not sure this would have more than a minimal effect, to be honest. quote:
3. Radically increase the effect of tax rates on happiness on undeveloped worlds (essentially making it impossible to tax undeveloped economies). This would simulate 18th century colonialism, where colonies paid no taxes, but also received virtually no government assistance or support. That was already done in 1.0.4 Beta 4 actually. quote:
4. Reduce what aliens will pay for tech (this is a silly part of the game anyway and makes many of your economic changes kind of pointless; personally, I refuse to sell tech to aliens as a means of self-balancing v. the AI). That was already done in the 1.0.4 Betas as well, they will now pay much less for your tech than they expect you to pay to buy the same tech from them, though many things can modify this. I agree though that there's a lot that can be improved in terms of what tech can be traded and what advantages is gained from tech trading and discoveries. quote:
5. Reduce income from trade (this only affects middle and later empires, though I personally believe trade is too small right now as is). I think income from trade is also a minor part of the economic puzzle. If anything, we should try to increase it. If we eliminated trade and made crash research 10x more expensive, I don't think it would have any real effect on reigning in the economy as it was in 1.0.3, whereas the current system works. Increasing component/maintenance cost is already in to some degree with the intention that as resource demand increases in the late game and wars cause more economic disruption, the maintenance cost of the same ship should go up as well and some rare component resources should be more expensive. This is the real cost of components in DW, it's not as easy as in some games where you just set a fixed cost, here a lot is related to how your economy is functioning. We've been removing and balancing exploits since release as well, I agree that the more we do here the better, though some of this is player responsibility as well as pretty much every 4x game is exploitable to some degree. Regards, - Erik
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