PLEASE ADD the ability to transfer resources BACK from Sectors. It stinks that you can GIVE them resources but you can not get back all their extra stockpiled resources.
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In a sense, I agree. But there should be ways to prevent using sectors as banks, else, when someone hits a resource cap, it would transfer it to the sectors to get it back later. Perhaps a global resource cap.
25 influence has significantly higher value than a mere 100 resources.Small influence cost for every bundle of 100 energy/minerals taken back from a sector, maybe like 25 influence, that might fix the balance issue, and encourage players to only raid sector treasuries when desperate.
I always end up influence capped late game. If 25 is too much then you could make it less, 10 or 5 maybe. 1000 energy for 50 influence is a decent trade, in my opinion, especially if the intention is for you to only really use this mechanic to get out of a pinch resource-wise.
The 100% and 125% resource contribution options are interesting, and I hadn't thought of them previously. My issue with them is that sector income is monthly, and so the extra resource wouldn't be as accessible in an emergency as otherwise. These options would also be limited in the amount of resources they could provide you in bulk, you certainly couldn't hope to get hundreds more at once. This would also impact both resources, rather than the one that you need. Perhaps both the resource confiscation at an influence cost and higher sector tax rates could be implemented jointly?
How much of a happiness hit are you talking? I think that taking resources from sectors directly or implementing punitive tax rates should be pretty expensive things to do, so that the integrity of the resource caps and sector stockpile systems is maintained.
I think there are two simple changes that could make sectors work better in that regard.
1) Sectors respect the resource limits. I have seen my sectors showing that they have 9000/4000 energy at times. I think this is only a bug, but still, needs addressing.
2) Once sectors hit the cap, they pay 100% of their income to the empire (i.e. 25% is not "thrown out" if the empire could use it instead).
This way, the system cannot be easily abused as a "bank", AND there would be more of an incentive to keep your sectors small and well developed: If you create a new sector, instead of expanding an existing one, the old sector will not have to spend its reserves in order to develop the new planets, and will continue to pay 100% to you. If you expand the sector instead, you won't have to help a new sector get started, but you will lose the "cap extra" while the sector handles tile blockers and buildings.
I haven't actually noticed, but is there a limit to the number of planets you can have in a given sector? If not, then -1 influence for taxing a sector that controls half the galaxy at 100% basically removes the sector system from the game, apart from not being able to control buildings directly. Again, I don't actually know if sector size is limited, so that bone of contention could be complete bunk.
I don't know this either, but are sector resource caps independently calculated based on the size/development/buildings of that sector or is there a flat cap for a sector regardless of these factors?
Small influence cost for every bundle of 100 energy/minerals taken back from a sector, maybe like 25 influence, that might fix the balance issue, and encourage players to only raid sector treasuries when desperate.
Point 2 - this is good, but still potentially leaves 10s or 100s of thousands of resources effectively worthless, given that once sectors fully upgrade their buildings they have nothing else to do with resources beyond upkeep. They don't have to build armies/navies like the player.
Point 2 - this is good, but still potentially leaves 10s or 100s of thousands of resources effectively worthless, given that once sectors fully upgrade their buildings they have nothing else to do with resources beyond upkeep. They don't have to build armies/navies like the player.