Alloy costs need to be reduced to save the war economy

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Blodo

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So I've played this patch for a few hours now and it's clear that all ships cost pretty much the same in number of alloys as they cost in minerals in 2.1. While these prices were fine for 2.1 because it was easy to maximise mineral production, it is not as easy now with alloy production.

Lets consider this for a moment: if ship prices are unchanged from 2.1 then the time it takes you to build a navy of a certain strength also shouldn't have changed much, right? Well, base alloy production consumes 3 minerals per alloy produced. You can bring that down to 2 minerals per alloy on a mid to late game forge world with ministry of production, +5% specialist output tradition, some research and high stability. Based off of this you could say that ships are now defacto twice as expensive at best, including their upkeep since it is also paid in alloys.

Now the above argument holds as long as we can say we produce roughly the same amount of minerals as we did before. I would argue that this is the case, or even that we bring in less. In 2.1 and earlier by 2300 on a not particularly lucky start I could bring in anywhere between 500-750 minerals per month before upkeep costs by 2300, and this would be the beginning of a snowball as well as around this point I would be in the process of upgrading all of the mineral mines that were built. In my 2.2 game on same settings as my 2.1 games the mineral income is now plateauing for me at 500 per month, even after completing tier 5 +% miner output research and specialising some dedicated miner worlds, because I am running out of mining districts and have already ran out of planets to exploit that don't require 5000 energy spent on terraforming. In my 2.2 game at 2300 I owned 9 planets, and 4 of those were size 20 or above. I am also quite convinced that asteroids that spawn with trade value in 2.2 would've spawned with minerals in 2.1, further reducing amount of minerals accessible in space.

It is important also to note the impact of consumer goods. While they exchange on a 1:1 basis with minerals (and you can boost that further with specialisation and research), I'd say that the demand for consumer goods tends to be a lot higher now simply because of much larger pop amounts on your planets than in 2.1. This means that you are spending more minerals on consumer goods, and therefore less minerals on alloys which leads to less ships. While pops are now divided into strata, this really doesn't mean much in this case, because if you want your alloy production to be as high as it can then you will be running a LOT of specialists which will consume 0.5 consumer goods per pop on standard empire policy settings (in 2.1 it would be 0.75 minerals per pop in same conditions), but if you consider that you could produce up to 12 minerals (or more) with one pop in 2.1, but one metallurgist produces ~6 alloys on a specialised and upgraded forge world, you at the end still arrive at higher pop costs per unit of alloys produced than 2.1 asked per unit of minerals produced.

I sort of had a hunch that something like this was happening when I was watching the pre-release dev clash and it seemed like nobody in that match (aside from Johan abusing then broken machine empire to get double the pops of everyone else) could make it past a 10k fleet by mid game, and this was likely with a lot of effort put into alloy production in the first place (can't tell because there weren't any in depth analyses made of the dev's economies), but also quite expansive empires that should've brought in enough resources previously to start a serious military build up. Wiz even commented on how small the fleets in general were. The reason was that building ships got defacto 3 times more expensive in the early game (at best brought down to 2 times later with the proper specialisation), and to top it all off the supply of minerals that you could spend building ships was now also lower due to ballooning pop costs.

The other thing worth mentioning is that researches that reduced upgrade time and cost are now beyond relevant, but also don't scale well enough. Upgrading now carries a really hefty alloy price tag and time investment, even for minor upgrades like a single shield level upgrade, if you consider how scarce alloys are. And now there is only a single upgrade (Doctrine: Refit Standards) that's a tier 3 tech and only reduces this by 20%. A 7k strength fleet without the upgrade is looking at a spend of 3.5k alloys to simply upgrade its shields without this upgrade, but with the upgrade this same fleet will still cost 2.8k alloys. Again, this might've been less bad if it wasn't for the fact that we do not have enough purchasing power for fleets in 2.2.

I seriously think we need to consider at least halving all alloy costs in the next patch to account for this loss of purchasing power, because while the Khan didn't awake in my current game, I've no doubt he would've swept through the whole galaxy with ease since nobody can afford to build a decent fleet. Never mind the crises.
 

artemis667

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Whether this is necessary or not depends on other factors like the overall balance of the game - strength of non player enemies, crises, etc. And it'll take time for everyone to get used to the new system and how to best run their empires using it. For most player fleets to be smaller isn't necessarily a disaster, it's the relative effect in context that is important.
 

Blodo

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Or, you could just have a smaller fleet and adjust the midgame date to be something manageable.
This implies that its only the amount of time it takes to build up your fleet that has changed, which is not true because you also have to factor in fleet upkeep. As poster above said overall smaller fleets might not be a disaster, except that all the other values were not adjusted. I'd wager that it would be easier to adjust costs on fleets to allow fleet powers to grow to the same level as before, than it would be to adjust the power of everything that might now be a bit too strong (upgraded starbases, crises, space monsters, etc.) to match smaller fleet sizes.

And I don't know about you but I can only beat crises if I can consistently outproduce them. I can't see this happening now with current levels of alloy income.

EDIT: Alternatively they can make alloys a 1:1 exchange with minerals again, but I'm not sure if that won't mess with the economy too much.
 

julupu

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I agree. It's hard to keep up with the strength of crisis events like the Khan or the L-Gate fleets. First 2.2 game I opened the L-Gate and the waves of 30k fleets coming out just trashed everything and everyone. While they were not easy before, this time it felt impossible. I can't see myself ever beating a an endgame crisis with a net alloy income that allows me to build 1 battleship every 10 months (which is what I have in my current game after the Khan died).
And as you say, the results from fleets being super expensive can be seen when looking at the Dev Clash or when looking at the fleet strength of AI empires - fleets are in general a lot smaller.
 

Foefaller

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I think the income was balanced with the idea that you would lean on the market heavily to get the materials you needs, especially in emergencies.

Last start I had back-to-back wars with empires that rated themselves "superior" to me, and I was able to build up the fleet and defensive platforma to fend them off and even take some systems from them, dispite my meager 18 alloy income by dumping all the minerals, consumer goods and rare resources I had he stockpiling and buying several k worth of alloys from the internal market.

Still, I feel like it leans *too* heavily on this, especially since I would expect it to be a nightmare to get the AI to take advantage of it in away way that approaches intelligently, without old fashion "starved their empire from destroying farms to get more energy income for their fleet" issues.
 

Uncle_Joe

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Could also make for some round-a-bout fleet/ship balancing. One of knocks on Cruisers was that Battleships were simply 'better'. But if Battleships are a lot less affordable now, that might make a role for Cruisers.

Similarly the 'weakness' of Corvettes used to be that they often died out and had to replaced constantly during war. Under the old economy that was trivial. Now? Maybe you might prefer some slightly larger ships that are more survivable to avoid the constant replacement drain?

I'm reaching here but I'm really hoping we see some sort of impact like that! ;)
 

Blodo

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I'm just going to bump this thread with additional observations:

It would appear that to mitigate the current alloy meta it's necessary to build a LOT of forge worlds as fast as possible. Lets set aside for a moment the fact that the AI doesn't prioritise this nearly enough, the biggest bottleneck with doing this is getting enough pops to work in the alloy jobs. If you take into account late and midgame crises it's kind of impossible to get anything done on a galaxy with less than 2.5x habitable worlds, because your entire economy now absolutely relies on the way your planets are specced and how many habitable ones did you find for your specialists, and whether you were or weren't able to grow your population enough to work all the alloy jobs to maintain your fleet. This is fine in theory, however with the current numbers your entire empire must be specced into alloy production if you are to even try to survive mid and late game. Buying them from the market is not an option beyond the early game because of the sheer amounts of alloys that you need to actually build your fleet. Problems with this are as following:
  • If you're at war, you better make sure you don't lose any engagements because a wiped fleet will mean you lost the war with very little opportunity to rebuild. Selling your stockpiles of other goods will not help nearly as much as emptying sectors did before, the difference is gigantic.
  • If you're not at war, upgrading your ships with new tech is almost as expensive (also definitely takes much longer than 2.1) as building a new fleet from scratch. We're talking thousands of alloys for a 5k fleet of mid game tech. This sets you back majorly in terms of building up your fleet capacity, etc.
  • The outcome of your empire gets decided by what planets you found in the first 5 years of the game and how many. Not enough high capacity habitable worlds and food districts? You definitely won't have enough alloys in time for the crisis. Got the First League precursor event? Better finish it immediately, because this one megalopolis planet will carry your entire empire on its back. Either way you're going to have to spec the majority of your planets into forge worlds if you want to compete and not be constantly worried about your fleet getting wiped being an instant surrender.
The pace of building up your fleet is way too slow now, and the main reason is the upfront alloy cost for ships. I think the game's pacing really needs another pass at the moment. The new economy is great, but fleets need to be built faster than they are now, and your capacity for rebuilding your fleet shouldn't be entirely decided by the amount of alloys in your stockpile.
 

Kheiran

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I agree.

In my last playthrough I purchased alloys from the galactic market by the thousands, even paying 25.000 energy for the highest tier (2500 alloys or so?) because I could afford the price. Still I could not afford to build up and maintain a fleet big enough to deal with the war in heaven AE fleets.

The prices of ships need some tweaking.
 

Silens

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It could help to replace half of the current costs with minerals and reduce the remaining half by 50% (so 1000 alloy costs will drop to 500 minerals and 250 alloys and so on). And upgrades costs may be cut down to 10% of the current amount of alloys, the rest could be paid for in credits.

That would make your whole economy meaningful without forcing you to go for alloys with everything you got.

But that's just one idea. Either way, it is clear that the current pricing isn't balanced.
 

Zykey

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I think you hit the nail on the head with the problem with this patch. The ship costs are very large but even worse for me were the upgrade costs, I found it more efficient to just keep my original fleets with old low-tech ships and replace them with newer versions rather than ever upgrading my fleets.

I very much like the new economy, but some of the numbers could do with a tweak!
 

Folket

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I find that I can produce enough alloys. My latest game I'm at 70 alloys a month fighting the grey tempest a war which I seem to be winning now. I was close to extermination and really exciting. During war I do buy piles of alloyes. If I was playing consuming swarm I would just be stomping the Grey. When I played them I had 150 alloy production much earlier.

Regarding the AI. I have seen that they start of building 1-2 alloyes the first year and then they will not build any more unless they loose all their foundries. This makes their fleet not scale to later in the game. Making them a puchover as soon as your economy allows you to produce more alloys.
 

CyberianK

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I am playing a x5 hab large Wide game with Slavers on Grand Admiral and managed to build a proper fleet and defeat the Khan that spawned directly next to me. But I think for smaller Hab settings it might be painful to impossible depending on your start configuration to get a decent fleet going. So I guess something has to be done. And sure also for the AI to handle it.
 

ashbery76

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Alloys is not an issue for the player apart from the slow start.The problem is the A.I cant handle the economy.

What we don't want is the overabundance you get in games like EndlessSpace2 mid game onwards that makes the system pointless.Tighter is better.
 

Kheiran

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I am playing a x5 hab large Wide game with Slavers on Grand Admiral and managed to build a proper fleet and defeat the Khan that spawned directly next to me. But I think for smaller Hab settings it might be painful to impossible depending on your start configuration to get a decent fleet going. So I guess something has to be done. And sure also for the AI to handle it.
Tying the base crisis strength to the habitability ratio may solve the current difficulty issues.
 

Tim_Ward

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Looks like metallurgists are getting a buff:

https://mobile.twitter.com/Martin_Anward/status/1071030767092932609

Dt0QzWRWsAYmSmV


I think the current rate is 3 minerals > 1 alloy (according to the wiki and that tallies from what I remember from playing), whereas this is a 2 > 1 conversion rate.
 

Person012345

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No. The more costly fleet is, the more it makes keeping ships alive in battle actually important. It's not like you need a big fleet to defeat the AI at the moment anyway and other players are dealing with the same issues you are. I was able to defend against the khan (he didn't spawn right next to me) and he dies of old age anyway. I've yet to have a crisis spawn, but crisises are supposed to be scary, what crisis difficulty are you on?
 

Hyomoto

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If the crisis' weren't balanced to the new economy: that's the issue, not alloy production specifically. The Khan specifically is already a bullshit event because it spawns a dozen fleets it can't build or afford, and becomes the most technologically advanced Empire over night. It used to be "acceptable" because the alternative would be it had no teeth. Now there's a dozen ways to wreck an economy, and people are so wrapped up in their empire's affairs maintaining a massive fleet hardly seems the best use for your materials.

The game is no longer entirely about war and good riddance. Diplomacy wasn't even the focus of the patch, and yet it has seen a huge spike in desirability due to the damn economy. If it's unreasonable, the mid-game crisis should be changed. But, still, there's also a good reason to submit to the Khan now, there's a high probability you'll stand no chance if you haven't been building a war economy.
 

Ruska

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I'm on Grand Admiral and 2x Crisis Strength and the scourge has ~80k main fleets and ~40k scout fleets. I (medium-sized fanatic authoritarian militarist, no slaves) have 3 fleets at about 80k as well.

At this point in the game (~2450) I have about 700 gross alloy income and I don't feel that I optimized my economy much beyond building an ecumenopolis. Corvettes make it look pretty expensive but the absolute lategame battleships are around 1,5k to the ~4k minerals I remember them costing. Lategame alloy production cost is closer to 3:2 too, it's just the early game that's gotten disproportionally expensive.

Based on an earlier game and this one I can say that the economy starts to snowball when you've more or less filled your early planets and gotten enough techs in the early 2300s. Before that I had trouble matching the AI's fleets and as a consequence was unable to expand, I was in a corner and was cut off pretty early, had maybe 15-20 systems. Throughout the mid to late 2200s I really just focused on having my economy growing and after allying with a friendly neighbor I was able to win a war that my other 2 neighbors never recovered from.

The growth is geometric: you get more pops and you also get more out of your pops, whereas early game you struggle just to maintain a positive income in all resources. The AI is the problem, they struggle with the late game. My then ally, now federation partner has about a 40k fleet and has put about 60k in the federation fleet and he's probably the second strongest empire in the galaxy.

TL:DR Early game expensive, late game more or less as before, AI can't handle economy.