Matrix Games Forums

Forums  Register  Login  Photo Gallery  Member List  Search  Calendars  FAQ 

My Profile  Inbox  Address Book  My Subscription  My Forums  Log Out

Economy, am I missing something?

 
View related threads: (in this forum | in all forums)

Logged in as: Guest
Users viewing this topic: none
  Printable Version
All Forums >> [Current Games From Matrix.] >> [Science Fiction] >> Armada 2526 Series >> Economy, am I missing something? Page: [1]
Login
Message << Older Topic   Newer Topic >>
Economy, am I missing something? - 11/25/2009 7:22:00 PM   
Janster

 

Posts: 54
Joined: 2/19/2004
Status: offline
My empire, despite having a ton of planets, nice tech and solid amount of people, is totally bankrupt all the time.
I can barely afford to buy ships, let alone keep any amount of them (10-20 ships tops), but also the structures, upkeep on police and happiness building is like 250 a piece!!

This leads to being totally unable to deal with unrest as the colonies cannot sustain anything, I tried to remedy this with dropping some marines, but even 5 of them did nothing.

I end up having to spam turns earning 2-300 per round for ages just to build a single thing somewhere, this isn't right. Given I'm playing on hard, but I'd prefer to wrestle with the enemy rather than my own colonies?

Also unrest is pretty hard to deal with in general, and the 'unhappy' negative -5 is pretty heavy considering my +200 buck police and stuff gives what.. +2?.

Post #: 1
RE: Economy, am I missing something? - 11/25/2009 8:01:58 PM   
Zakhal


Posts: 2494
Joined: 1/4/2001
From: Jyväskylä, Finland
Status: offline
Unrest was common in Total War hard-level. I used to think that micromanagering unrest is the only "challenging" thing about the game since I never lost even a single battle.

Armada I have played on normal only and so far I havent seen any unrest.


_____________________________

"99.9% of all internet arguments are due to people not understanding someone else's point. The other 0.1% is arguing over made up statistics."- unknown poster
"Those who dont read history are destined to repeat it."– Edmund Burke

(in reply to Janster)
Post #: 2
RE: Economy, am I missing something? - 11/25/2009 9:21:34 PM   
Janster

 

Posts: 54
Joined: 2/19/2004
Status: offline
Well, I changed from the pesky humies with unrest penalties and to the more warlike uhm K something...
However, I did notice something JUST now that has changed my strategy...normally I'm used to rich planets being well rich and getting stuff done faster...but here its not done faster, but cheaper...

Pay attention to this when you build ships, your default starting planet is NOT a good place to build your ships, find a rich planet instead.

(in reply to Zakhal)
Post #: 3
RE: Economy, am I missing something? - 11/25/2009 9:32:10 PM   
Iceman

 

Posts: 239
Joined: 2/7/2004
Status: offline
The quality of the starting homesystem is actually random. It might be Normal, but it also might happen to be Rich or Poor.
Rich systems give you bonuses to taxes and mining income and decrease construction costs. Very Rich systems have higher bonuses.
Poor systems have lower taxes, cannot build surface mines and increase construction costs by +80% !

Check the tooltips in the upper left system image in the Colony tab.

(in reply to Janster)
Post #: 4
RE: Economy, am I missing something? - 11/26/2009 5:44:34 PM   
Ironpaw

 

Posts: 38
Joined: 12/9/2002
Status: offline
I think one of the main issues is Pollution, I have not found anything to combat the pollution, and thus a fully mined planet generates around a -7, this translates directly to unrest and rioting. Without a cost effective way to deal with unrest or pollution, you really have to be super careful with your economy.

_____________________________

"And I looked, and behold a pale horse: and his name that sat on him was Death, and Hell followed with him."

(in reply to Iceman)
Post #: 5
RE: Economy, am I missing something? - 11/27/2009 5:10:30 PM   
Iceman

 

Posts: 239
Joined: 2/7/2004
Status: offline
That's intended.
You can increase Happiness\Environment though with Weather Controllers and Terraformers. Icy can get +5 Habitability from them, and Dead and Irradiated +6 (strange that D/I gets more than Icy, but that's how it works). Ideal can get to 11 Hab and Habitable to 9.

(in reply to Ironpaw)
Post #: 6
RE: Economy, am I missing something? - 11/28/2009 4:35:02 AM   
Star Ranger

 

Posts: 7
Joined: 11/27/2009
Status: offline
Yeah - this game is way to heavy on economic penalties - they should focus more of those on the harder levels. What this lends itself to is a "one way" to play certain races - which to me in a 4 x game misses the point.

Moo 2 had the right balance - economy was there - but you never sweated the economy - you focused on strategy , ships, tech, etc.

I really thought this would be more of a true 4 x game - but in reality - its total war in space.

(in reply to Iceman)
Post #: 7
RE: Economy, am I missing something? - 11/28/2009 2:26:14 PM   
PDiFolco

 

Posts: 1200
Joined: 10/11/2004
Status: offline
TW in space ? Not for me! TW focused on the battles, it's not really the case here, and the focus is on strategy, techs and global fleet management.
Economy needs a bit of thinking, try to be at peace if your race suffers form war weariness, or play with a warlike race, or play on easy... don't charge the game with your low economic skill (don't worry, most ppl are like that, look at the RL economy) ! !

(in reply to Star Ranger)
Post #: 8
RE: Economy, am I missing something? - 11/28/2009 3:24:41 PM   
Iceman

 

Posts: 239
Joined: 2/7/2004
Status: offline
I think some of the modifiers need some tweaking. Happiness/Popularity/Security modifiers I mean. They don't seem "proportional" to me.
For example, Security. You can get say +10 to +15 for stuff like Ground Units, Recent Transfer or Recent Conquest, and only +2 for the Security Center. Granted, some are temporary, but the scale just doesn't seem right.
Popularity, +5 for Frontier Spirit, -2 for High Taxes.
Etc.
Maybe they'll become moddable in the future.

(in reply to PDiFolco)
Post #: 9
RE: Economy, am I missing something? - 11/28/2009 4:10:53 PM   
Flaviusx


Posts: 7750
Joined: 9/9/2009
From: Southern California
Status: offline
Security centers definitely are a poor return on investment. Hugely expensive to build and a whopping 250 credit upkeep cost. That's equal to the upkeep cost of 25 marines, and nowhere near as effective.

I sometimes build them on newly conquered alien worlds when marines run short, but frankly, the economics of the game strongly encourage you to just glass the freaking planet and build it up fresh with your own guys. (Unless you play the Walden. Then you've got to keep the miserable ingrates alive.)





(in reply to Iceman)
Post #: 10
RE: Economy, am I missing something? - 11/28/2009 4:23:03 PM   
Iceman

 

Posts: 239
Joined: 2/7/2004
Status: offline
A 2-edged sword

(in reply to Flaviusx)
Post #: 11
RE: Economy, am I missing something? - 11/28/2009 6:08:15 PM   
Richard III


Posts: 710
Joined: 10/24/2005
Status: offline
The default Human Economy penalties are far too restrictive and IMO a poor design balance implementation that hurts the gameplay.

I want to be the Emperor Warlord of the Universe, not minister of fine tuning of spending and building. Anyway to edit the amount of start-up gold for humans please ?

Thanks

R.

(in reply to Iceman)
Post #: 12
RE: Economy, am I missing something? - 11/28/2009 10:26:48 PM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
Very easy. Open the "Factions" xml file in the XML folder. I changed humans to 40k in this example. Can also customize race attributes, facility bonuses, etc. in several other xmls:

<!--  Primary Factions For Each Race -->
<Faction Name="The Human Union" Generic="true">
   <Names ShortName="The Humans" Adjective="Human" GenericBase="Humans"/>
   <Data Race="Human" Symbol="10" NameSet="Bronze Age Greek"/>
   <Type Elimination ="NoPopulation" RebelFaction ="The Human Rebels"/>
   <VictoryPoints Area="TotalHappyPopulation" Multiplier="8"/>
   <VictoryPoints Area="Glory" Multiplier="5"/>
   <Strategy Name="Colonizer"/>
   <StartingCash Amount ="40000"/>

(in reply to Richard III)
Post #: 13
RE: Economy, am I missing something? - 11/29/2009 12:14:50 AM   
Aroddo


Posts: 125
Joined: 11/7/2009
Status: offline
exchange the human traits with the klurgu and call that faction "Space Nazis".

_____________________________

Post #: 14
RE: Economy, am I missing something? - 11/29/2009 1:41:20 AM   
Rosseau

 

Posts: 2757
Joined: 9/13/2009
Status: offline
Exactly, which is why I'm liking this game. So easy to create a badass xeno AI to play against, troop transports that carry fighters and missiles, or a super mining facility that detects incoming spacecraft. Basically, a 4x construction set with a nice interface. You can even mod a scenario in the middle of playing it.

(in reply to Aroddo)
Post #: 15
Page:   [1]
All Forums >> [Current Games From Matrix.] >> [Science Fiction] >> Armada 2526 Series >> Economy, am I missing something? Page: [1]
Jump to:





New Messages No New Messages
Hot Topic w/ New Messages Hot Topic w/o New Messages
Locked w/ New Messages Locked w/o New Messages
 Post New Thread
 Reply to Message
 Post New Poll
 Submit Vote
 Delete My Own Post
 Delete My Own Thread
 Rate Posts


Forum Software © ASPPlayground.NET Advanced Edition 2.4.5 ANSI

1.219