on the deficit problem, I think it's helpful to look at it in this way.
For clarification "this" means "using deficits in a manner that many would consider abusive, minmaxing, unrealistic, exploitative, or unfair"
Beyond that, all I can say is that I feel the current deficit mechanic is "terribly silly" as it enables empires to make things out of thin air. HoI4, for however much I slag it on the regular, has an excellent deficit mechanic, and something that mirrors that could be useful.
The real issue is that the AI could not deal with any sort of deficit mechanic penalty as it has more than a few issues with managing the economy as it. Making a deficit mechanic more strict will only penalize the AI more. While a player can min/max their economy and have intelligent market interaction the AI is confined by a set of rules that apply nearly the same across the board. If X then do Y and so on. It also likely doesn't think along the lines of I can do X and not do Y because I can do the same with Z+D+L but a player will.
We have far too many examples by well know community contributors where the standard start is deconstructing ships, selling most of the alloys and possibly food and consumer goods if they are used to buy minerals to get that immediate day one build started which tends to be a research building. The AI does not work this way and as such is handicapped day one
Which leads me to my point, Stellaris needs a rework of its economic structure so that it applies similarly to all empires. This means consolidating what it takes to run an empire. It also means rethinking what we start the game wise in the manner of resources.
I would remove Consumer Goods and instead subsume their role into amenities purely by descriptive text. This would greatly simplify the game's economics by removing the one item that does not apply universally. It would also remove that annoying issue where if you don't use this resource and you conquer someone who does you can only sell it while those conquered systems can actually produce it. The old your empire does not use X therefor you can never buy or sell it on the market or galactic market. The market has become a crutch to hide the real problem in that the economic model is seriously broken.
The idea here is to make coding the game simpler while retaining what we all really want which is the strategic and sometimes tactical aspects.
and then...
- We need to remove the incentive for deconstructing the originally provided ships.
- Do not provide the initial three warships at start
- Make it extremely inefficient
- Reduce how much the local market can absorb or provide
- Require some form of society research to unlock the local market
- We need to provide more starting resources so you are not waiting to build but are immediately deciding what to build.
- Start Empires with 500 to 1000 minerals at start
- All starts should have at least one planet based mining district
- my catalytic converter empire has ZERO! yet I still need minerals to work. I can fix it but the AI might not
- Simplify the economy such that living by the market is not required.
- Remove Consumer Goods, put all empires on the same economic model
- Amenities are used to keep a productive workforce.
- Deficits affect happiness which reduces non gestalt empires productiveness and such
- Gestalts suffer a more direct production deficit as they don't have happiness issues
- Market price changes
- Food and Minerals should rarely see their cost increase, this will ease pressure on the AI
- Manufactured or transformed products should have a much higher purchase cost and lower sale cost
- This is alloys, motes, gases, crystals, and such. The idea here is that players will exploit the infinite ability of the market to absorb their sale of these items but the AI does not. The flip side is the player also knows when buying is efficient compared to other means of acquisition and the AI does not