Undecided -> RE: Game Economics (4/26/2011 11:46:15 PM)
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Really? Well that frees up a few hundred units of space I can fill with more shielding. Yay. Now I have some new questions, this time about taxation: The manual claims that colony income is just (population) x (planet quality), but there must be some other factors at work. Even with an no starports, no corruption, no bonus culture, etc: I have a 8% Quality planets with 0.08 billion people making several times more than a 30% quality planet /w 1 billion people. This is just one example, however; such irregularities are common place. So: 1) What am I missing here? 2) Are all planets under 50% quality hardwired by the game engine into always run negative or near negative? I can't think of any other reason a 17% and 48% planet pull in the same revenue. 3) If #2 is true, is there any reason to colonize a <50% quality planet other than establishing system sovereignty? Should I just not bother colonizing <50% planets in systems I already control? 3) Is the culture % value of a planet just a synonym for development %? 4) Regarding luxury goods, is it the case that they are entirely useless beyond increasing your own planets' development rating? I ask because "foreign trade" seems to only ever bring in less than 0.5% of my annual income, even when I have FTA's with 20 other nations. They also don't add anything to planetary revenue (I tested this with the game editor, stripping a 300 billion pop planet of all resources). 5) How come the occasional planet has 130% culture instead of 100%? I can see now visible ruins, buildings, or listed effects to account for this. 6) Does the Expansion Planner's "Your demand" column only pertain to shipbuilding demand? Or does that column only show shortfalls rather than demand? I ask because all my luxury demands seem to be at 0.0k for my massive empire, even those for super-luxury goods I do not have any stock/sources of.
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