I would like for Consumer Goods to be more than just an intermediate step for research/alloys (the real resources of the game) or a growth limiter in the form of upkeep.
Without having its own independent uses, Consumer Goods are not fun to manage and tedious. I never look at a surplus Consumer Goods as a good thing, in fact if it's not as close to 0 as possible I begin wondering why my economy isn't being run at its maximum potential. Why is that? They simply aren't useful on their own; they are entirely a means to make one of the two important resources in the game 1) research or 2) alloys.
At the very least, minerals and energy have their own independent uses outside of generating the big two. You need minerals to build buildings, build mining stations, energy to clear tile blockers, to trade on the market, to buy extra services from the various non-empire factions in the game. I love the design of minerals and energy in regards to the new economy, they are necessary in their own utilities but also necessary to convert into another resource which is the final goal of the civilization as a whole (the big goals of all civilizations being to either grow, research, or fight/defend).
Consumer Goods seems to be something tacked on and adds an unnecessary level of complexity that creates a tedious experience. Now not only do I micromanage my conversion of minerals -> alloys, but I have to micromanage both minerals -> consumer goods and then furthermore consumer goods -> alloys. I am never satisfied having a surplus of Consumer Goods, but neither am I happy with a deficit.
Some of the other exotic resources suffer, I believe, in the same way from a lack of usage. Oh boy nanites! Oh what? I can only enable one single edict with them? Look at the new implementation of Gases, Motes, and Crystals: not only are they necessary for building higher tier buildings, high level ships, but they also have unique edicts. They are multifaceted while both Consumer Goods and certain other exotic resources seem lackluster or, even worse, unnecessarily complex.
I've got several solutions:
1) Get rid of it. It's tacked on and serves no other function. Minerals converting to alloys is a great level of depth and complexity because each have their own use outside of the conversion. Consumer Goods has the additional headache of being an upkeep, which in the new version of the game is a headache as Paradox seems to have gone wild with arbitrary empire growth limiters (housing!, amenities!, cohesion!, admin cap!, crime!, upkeep for tier 2 in exotics!, upkeep for pop with CG!). Yes, the game is technically more 'complex,' but it's tediously complex. A big civilization has a lot of upkeep? Okay fine. Does anyone really enjoy checking out sixteen different resources every month to make sure I'm not going out of my limits? Personally I can't stand it.
2) Find more uses for Consumer Goods. Why are energy credits traded on the market? Why not consumer goods? Currencies may or may not differ between civilizations and empires, but surely two civilizations trading in consumer goods for primary resources is a basic economic principle. If consumer goods were the standard currency of the market place to be used to invest in other resources, it wouldn't seem too weird and would make an excellent reason to stock up on consumer goods and give them a wide variety in usage. A few more edicts for consumer goods couldn't hurt, either, maybe something akin to Tax Returns - Governors, Rulers, Admirals and Generals cost -50% recruitment and -50% upkeep.
3) Link Consumer Goods to potential growth. This is an entirely new idea I've had to solve the issue of "Why stockpile food and consumer goods to begin with?" Paradox took a step in the right direction with the new planetary edict that increases growth by spending food, but I feel like the larger your stockpile of food and consumer goods, the greater your population growth should be. I'm not well versed in math, but maybe something along the lines of: if your food (or CG) stockpile is proportionally larger than your population, you should get a growth increase. So let's say you have 5000 food stockpiled and your population is at 25 pops. You would get an growth of +50% (this number is totally arbitrary and would have to be tweaked). But if your population grew to 50 pops because of that growth spurt, the growth would slow down to +25%. Eventually your population could even be so huge as to be a burden and you'll have to build additional farms or suffer negative growth penalties. This could be made more complex by adding in available consumer goods as an additional factor or even having surplus housing an amenities as additional factors. Once again, a big pet peeve I have is that amenities, housing, consumer goods are all things I only worry about when they are either negative or positive. If they are 0 or hovering right about 0, I'm pretty happy because I'm stretching my empires' potential to its highest current capacity. This is tedious, but also seems wrong in the sense of the lore.
All right. That's my rant. If anyone agrees or disagrees, feel free to comment. Try to not to get off topic too much talking about the poor AI or game lag. Those are big issues that should be fixed first!
Without having its own independent uses, Consumer Goods are not fun to manage and tedious. I never look at a surplus Consumer Goods as a good thing, in fact if it's not as close to 0 as possible I begin wondering why my economy isn't being run at its maximum potential. Why is that? They simply aren't useful on their own; they are entirely a means to make one of the two important resources in the game 1) research or 2) alloys.
At the very least, minerals and energy have their own independent uses outside of generating the big two. You need minerals to build buildings, build mining stations, energy to clear tile blockers, to trade on the market, to buy extra services from the various non-empire factions in the game. I love the design of minerals and energy in regards to the new economy, they are necessary in their own utilities but also necessary to convert into another resource which is the final goal of the civilization as a whole (the big goals of all civilizations being to either grow, research, or fight/defend).
Consumer Goods seems to be something tacked on and adds an unnecessary level of complexity that creates a tedious experience. Now not only do I micromanage my conversion of minerals -> alloys, but I have to micromanage both minerals -> consumer goods and then furthermore consumer goods -> alloys. I am never satisfied having a surplus of Consumer Goods, but neither am I happy with a deficit.
Some of the other exotic resources suffer, I believe, in the same way from a lack of usage. Oh boy nanites! Oh what? I can only enable one single edict with them? Look at the new implementation of Gases, Motes, and Crystals: not only are they necessary for building higher tier buildings, high level ships, but they also have unique edicts. They are multifaceted while both Consumer Goods and certain other exotic resources seem lackluster or, even worse, unnecessarily complex.
I've got several solutions:
1) Get rid of it. It's tacked on and serves no other function. Minerals converting to alloys is a great level of depth and complexity because each have their own use outside of the conversion. Consumer Goods has the additional headache of being an upkeep, which in the new version of the game is a headache as Paradox seems to have gone wild with arbitrary empire growth limiters (housing!, amenities!, cohesion!, admin cap!, crime!, upkeep for tier 2 in exotics!, upkeep for pop with CG!). Yes, the game is technically more 'complex,' but it's tediously complex. A big civilization has a lot of upkeep? Okay fine. Does anyone really enjoy checking out sixteen different resources every month to make sure I'm not going out of my limits? Personally I can't stand it.
2) Find more uses for Consumer Goods. Why are energy credits traded on the market? Why not consumer goods? Currencies may or may not differ between civilizations and empires, but surely two civilizations trading in consumer goods for primary resources is a basic economic principle. If consumer goods were the standard currency of the market place to be used to invest in other resources, it wouldn't seem too weird and would make an excellent reason to stock up on consumer goods and give them a wide variety in usage. A few more edicts for consumer goods couldn't hurt, either, maybe something akin to Tax Returns - Governors, Rulers, Admirals and Generals cost -50% recruitment and -50% upkeep.
3) Link Consumer Goods to potential growth. This is an entirely new idea I've had to solve the issue of "Why stockpile food and consumer goods to begin with?" Paradox took a step in the right direction with the new planetary edict that increases growth by spending food, but I feel like the larger your stockpile of food and consumer goods, the greater your population growth should be. I'm not well versed in math, but maybe something along the lines of: if your food (or CG) stockpile is proportionally larger than your population, you should get a growth increase. So let's say you have 5000 food stockpiled and your population is at 25 pops. You would get an growth of +50% (this number is totally arbitrary and would have to be tweaked). But if your population grew to 50 pops because of that growth spurt, the growth would slow down to +25%. Eventually your population could even be so huge as to be a burden and you'll have to build additional farms or suffer negative growth penalties. This could be made more complex by adding in available consumer goods as an additional factor or even having surplus housing an amenities as additional factors. Once again, a big pet peeve I have is that amenities, housing, consumer goods are all things I only worry about when they are either negative or positive. If they are 0 or hovering right about 0, I'm pretty happy because I'm stretching my empires' potential to its highest current capacity. This is tedious, but also seems wrong in the sense of the lore.
All right. That's my rant. If anyone agrees or disagrees, feel free to comment. Try to not to get off topic too much talking about the poor AI or game lag. Those are big issues that should be fixed first!