Tehlongone
Posts: 208
Joined: 12/21/2010 Status: offline
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quote:
ORIGINAL: BlueTemplar Private sector IS the population. Money is generated by population*development. That money is called GDP in the game. Then this money is split between the population and the government. When the money is destroyed (by the state building ships or maintenance) it does not go back to the private sector. I disagree. That sum represents money held by people able to spend not the average chum or minor business. You also destroy money whenever you crash research or order constructions or pay maintenance, it's not a closed economy. Anyway I'm not sure discussing the finer points on our solutions for the issue is going to lead anywhere, I think all construction/refits should be a drain on resources and money with the state having only limited profit from it. If resources/cash is "lost" that doesn't matter as it's also arbitrarily created from planets. The main point being that there shouldn't be any possibility for making huge profits from doing weird things, but as is that's something you can choose to do. To me consciously abusing a weak mechanic is no different from using the editor. Which is not necessarily bad if you need it but I don't see it as being part of the real gaming experience. quote:
ORIGINAL: Tormodino Does each population member create the same amount of tax, modified by bonuses, regardless of race? If that is the case, and it does match with my experience in recent games where I have paid attention to growth and gdp, varying population growth, as well as limited tools to control immigrated and conquered races, will exacerbate any economic issue. I am extremely in favour of having rapidly growing populations be a concern for slower growing races, but some more tools to offset this would be interesting. Abstractions are obviously required, but as time progresses in my games rapid breeders become disproportionally rich. It seems that resource consumption is not a big enough factor in population wealth creation. There are no hard numbers from me here, but I can't see how all these billions of Gizureans living on 6 planets can possibly match a large trading empires gdp, but they do. The private sector obviously adds a large chunk of change, but the amount of wealth directly created by populations is possibly a little too significant when you have resources being the de facto limitation to trade and production. I think part of the problem is that lowly populated planets are not counted enough. The first few billions ought to be the most important as those are needed to fully utilize the planet, once you get past that extra population should still boosts the economy but it should be less and less (per person) the more there are.
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