Revisiting the question of separating energy from currency

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Merry76

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Apr 26, 2007
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From a fluff standpoint, energy is probably able to create everything else if technology advances much (startrek replicators, for instance).

From a game standpoint, lets confuse the AI with one more Ressource it cant handle, and then in a DLC confuse the players by having to deal with one currency per sector that derives its value from whatever weird algorythm the script monkeys at paradox can vomit up, but never works quite right. I am sure this will make the game so much better.

Can we let it die now?
 

Rip Off Productions

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yeah, a separate currency resource just doesn't seem like a reasonable idea, rebalancing how the market prices and conversion rates work(and how the AI uses them and the other economic systems of the game, sense that's the core cause of these issues and would brake any alternate solutions anyway) would fix these issues far more simply.

At most, I might agree that trade value might benefit from having more uses then just being converted into energy, and the alternate trade policies that already exist are a good staring point, maybe one that turns your trade value into a reduction in market fees or more favorable conversation rates.
 

Cat_Fuzz

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May 10, 2016
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As I mentioned in the other thread, energy is not 'coal, gas, oil' it's in essence 'the power to do things' or 'labour and services'. This can be done as either 'utility power' or as 'money and currency' or as 'work and effort', depending on what head canon you're running your empire on.

This game doesn't need hard currency