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EmperorZelos

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Economy is always important in a game, we have in this game everything boil down to minerals for building, EC for upkeep and currency. But just like every society has philosophies do they have economies that governs how people behave!

So I would suggest perhaps an "economy" tab in the empire slide where one can set this, along with species creation. I will go over a few concepts we could have in it.
---------------------------
Taxes
Classical isn't it? This one could be a slider that determined efficiency and hence how much energy is collected.
At 50% on the slide, powerplants and such would operate at normal capacity and no opinion penalty. At 100% the powerplants produce X% more with -Y opinion penalty to the people. At 0% taxation we have -X% production and +Y in happiness.

An important part that can be added here is also a seperate one for Xenos, that way the populations can get different taxations if one wants. Xenophobes would naturally get pissed if their taxation is greater than the xenos, xenophiles the reverse.
---------------------------
Philosophy
This one would be a multiple choice thing with various pros and cons.
  • Free market, increases credit/mineral production, however also increases build time
  • Planned Economy, decreases credit/mineral production, however also decreases build time
With these two alone, if one goes, one could even go for a slide on it to some degree. I would however say that this is strongly affected by individualism/collectivism. Fantatic individualists would be locked to 100% free market (or just free market if it's not a slider), Individualists would, if a slider, be locked to the side that has free market. Collectivism the opposite.
---------------------------
Trade
For those who read this thread of mine about a dynamic trade system We can naturally have more options, a few suggestions would be
  • Free trade
  • Mercentalism
  • Protectionism
  • Closed
You could have this as a slider that is based on "Tariff" for the first 3, the fourth would just be something you click where the borders close for trade. More tariff = more money for the state of course with the general weight (see the link) of the internal stations decreasing, so as it goes higher there is a diminishing return. This point could also be seperated into intra vs inter, that is within and between empires. Xenophobe/xenophile along with collectivism/individualism could affect this
---------------------------
War economy
We already got a choice for it but why not make it deeper?
Again a slider can make the dynamic/static war economy deeper and more free to choice, with a lockdown of 10 years as per usual. But I'd like to see the return of funding from EUIV, it can reduce the upkeep cost but the issue is of course their health would decrease over time until maybe 10% is all that is left, like how you mothball ships in EUIV!

Just a handful of ideas, I am still working on these into a bigger picture.
 
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myidisnotthis

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I've subscribed to both of your threads.

I have yet to see any 4X game to really successfully integrate trade, economy, internal politics, and military together as core mechanics, as it is in the real world.

In Vic2 they sort of did it, but a lot of things they still have to use scripted events to cover it. It worked for Vic2 since Vic2 is a historical game with limited timeframe. In Stellaris it isn't the case.
 

EmperorZelos

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I've subscribed to both of your threads.

I have yet to see any 4X game to really successfully integrate trade, economy, internal politics, and military together as core mechanics, as it is in the real world.

In Vic2 they sort of did it, but a lot of things they still have to use scripted events to cover it. It worked for Vic2 since Vic2 is a historical game with limited timeframe. In Stellaris it isn't the case.
Thank you!

Yes doing ALL like real world, never gonna happen it's simply too darn complex. That is why I try to come with somewhat simple systems that are close enough yet doesn't put too much pressure on the computer while being timeless and more importantly, fluid and offer choices
 

EmperorZelos

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*shudders externally*
They are possible, I like sliders as they at least percievably gives a feeling of "infinite possibilities" while in reality they naturally don't.