The goal of this idea is to make the penalties for shortages more gradual, but also to give an advantage to empires with significant surplus.
Shortage :
There are 2 types of shortages: general and specific.
Specifics relate to a particular resource.
The generals represent the general consequences of the various shortages on the empire, one on the civilian aspect, the other on the military.
Each specific shortage increases by a certain value depending on the size of the deficit compared to the desired consumption. It increases at least 1 point each month. Maybe for example: Deficit / Desired quantity * 100
Each specific shortage increases the value of the civil and military shortage.
The effects of each shortage will be changed.
Each shortage has a value from 0 to 100. The penalties are gradual. Here are the max effects.
There is also a level system to determine the maximum severity of the specicic shortage, depending on the severity of the shortage.
Level 0:
- Deficit < 25% Desired quantity
- 25 Maximum Shortage
Level 1:
- Deficit > 25% Desired quantity
- 50 Maximum Shortage
Level 2:
- Deficit > 50% Desired quantity
- 75 Maximum Shortage
Level 3:
- Deficit > 75% Desired quantity
- 100 Maximum Shortage
The small deficits under control are not going to create catastrophic shortages in the long run, unless they spiral downward.
Energy :
- -75% Job output
- -75% Research from jobs (machine)
- -75% Unity from jobs (machine)
- +50 Civil shortage (no machine)
- +75 Civil shortage (machine)
- +75 Military shortage
Mineral :
- -75% Alloys from jobs
- -75% Consumer goods from jobs
- -25% Lithoid pop happiness
- -75% Lithoid pop growth
- -75% Research from jobs (hive)
- -75% Unity from jobs (lithoid hive)
- +25 Civil shortage (no lithoids, no machine)
- +50 Civil shortage (machine)
- +75 Civil shortage (lithoids)
- +25 Military shortage
Food :
- -25% Biological pop happiness
- -75% Biological pop growth
- -75% Organic Assembly Speed
- -75% Unity from jobs (organic hive)
- +75 Civil shortage (organic)
- +25 Military shortage (organic)
Alloys :
- +75% Starbase Upkeep cost
- +75% Ship Upkeep cost
- +75% Army Upkeep cost
- -75% Robot build speed
- +25 Civil shortage
- +75 Military shortage
Consumer goods :
- -25% Pop happiness
- -75% Trade value
- -75% Research from jobs (no gestalt)
- -75% Unity from jobs (no gestalt)
- +50 Civil shortage (no gestalt)
- +25 Military shortage (no gestalt)
Influence :
- -75% Governing Ethics Attraction
- +75% spy cost and Upkeep cost
- -75% Diplomatic weight
- +25 Civil shortage
- +25 Military shortage
Exotic gases
- -25% Job output
- +25 Civil shortage
- +25 Military shortage
Rare Crystals
- -25% Job output
- +25 civil shortage
- +25 Military shortage
Volatile Motes :
- -25% Job output
- +25 civil shortage
- +25 Military shortage
Civil :
- -100 Stabilty
- -100% Governing Ethics Attraction
- -100% Pop happiness (no gestal)
- +100 Deviancy (gestalt)
- +100% Empire sprawl
- +100% Edit/Campagne cost
- -75% Planet Build Speed
- -75% Diplomatic Economic weight
Military :
- -50% Naval Capacity
- -50% Starbase Capacity
- -75% Starbase Upgrade speed
- -75% Ship Build Speed
- -75% Army Damage
- -75% Shield hit points
- -75% Ship weapons damage
- -75% Ship armor
- -75% Fire rate
- -75% Diplomatic Fleet power weight
Obviously, the values would have to be adjusted as needed. However, we must not forget that these are the maximum penalties and that the system is progressive.
When a shortage is over, the shortage value decreases from the monthly prosperity value * 2.
To help get out of a major crisis, we can perhaps imagine a mechanism "similar" to EU4 with Bankruptcy.
Prosperity
Prosperity is the opposite effect. It is determined by the amount of resources owned in relation to consumption.
Prosperity works in stages.
Level 0:
- No deficit
- +1 Monthly prosperity
- 25 Maximum Prosperity
Level 1:
- Stock > 3 * Consumption
- +2 Monthly prosperity
- 50 Maximum Prosperity
Level 2:
- Stock > 6 * Consumption
- +3 Monthly prosperity
- 75 Maximum Prosperity
Level 3:
- Stock > 10 * Consumption
- +4 Monthly prosperity
- 100 Maximum Prosperity
If the tier condition is not met, prosperity drops by 1 per month. In the event of a deficit, prosperity decreases by 5 * the value of the deficit. Prosperity protects against the negative effects of short-term deficits.
Prosperity bonuses are also progressive and the opposite of shortage penalties, but less important, maybe a quarter
Market :
Obviously, to give more effect to these mechanisms, it would be necessary to change the functioning of the market a little.
For example : https://forum.paradoxplaza.com/forum/threads/market-rebalance-introducing-market-caps.1464424/
If not at least put a deadline for transactions on the market, maybe at least 6 months. Possibly modified by some factor.
Shortage :
There are 2 types of shortages: general and specific.
Specifics relate to a particular resource.
The generals represent the general consequences of the various shortages on the empire, one on the civilian aspect, the other on the military.
Each specific shortage increases by a certain value depending on the size of the deficit compared to the desired consumption. It increases at least 1 point each month. Maybe for example: Deficit / Desired quantity * 100
Each specific shortage increases the value of the civil and military shortage.
The effects of each shortage will be changed.
Each shortage has a value from 0 to 100. The penalties are gradual. Here are the max effects.
There is also a level system to determine the maximum severity of the specicic shortage, depending on the severity of the shortage.
Level 0:
- Deficit < 25% Desired quantity
- 25 Maximum Shortage
Level 1:
- Deficit > 25% Desired quantity
- 50 Maximum Shortage
Level 2:
- Deficit > 50% Desired quantity
- 75 Maximum Shortage
Level 3:
- Deficit > 75% Desired quantity
- 100 Maximum Shortage
The small deficits under control are not going to create catastrophic shortages in the long run, unless they spiral downward.
Energy :
- -75% Job output
- -75% Research from jobs (machine)
- -75% Unity from jobs (machine)
- +50 Civil shortage (no machine)
- +75 Civil shortage (machine)
- +75 Military shortage
Mineral :
- -75% Alloys from jobs
- -75% Consumer goods from jobs
- -25% Lithoid pop happiness
- -75% Lithoid pop growth
- -75% Research from jobs (hive)
- -75% Unity from jobs (lithoid hive)
- +25 Civil shortage (no lithoids, no machine)
- +50 Civil shortage (machine)
- +75 Civil shortage (lithoids)
- +25 Military shortage
Food :
- -25% Biological pop happiness
- -75% Biological pop growth
- -75% Organic Assembly Speed
- -75% Unity from jobs (organic hive)
- +75 Civil shortage (organic)
- +25 Military shortage (organic)
Alloys :
- +75% Starbase Upkeep cost
- +75% Ship Upkeep cost
- +75% Army Upkeep cost
- -75% Robot build speed
- +25 Civil shortage
- +75 Military shortage
Consumer goods :
- -25% Pop happiness
- -75% Trade value
- -75% Research from jobs (no gestalt)
- -75% Unity from jobs (no gestalt)
- +50 Civil shortage (no gestalt)
- +25 Military shortage (no gestalt)
Influence :
- -75% Governing Ethics Attraction
- +75% spy cost and Upkeep cost
- -75% Diplomatic weight
- +25 Civil shortage
- +25 Military shortage
Exotic gases
- -25% Job output
- +25 Civil shortage
- +25 Military shortage
Rare Crystals
- -25% Job output
- +25 civil shortage
- +25 Military shortage
Volatile Motes :
- -25% Job output
- +25 civil shortage
- +25 Military shortage
Civil :
- -100 Stabilty
- -100% Governing Ethics Attraction
- -100% Pop happiness (no gestal)
- +100 Deviancy (gestalt)
- +100% Empire sprawl
- +100% Edit/Campagne cost
- -75% Planet Build Speed
- -75% Diplomatic Economic weight
Military :
- -50% Naval Capacity
- -50% Starbase Capacity
- -75% Starbase Upgrade speed
- -75% Ship Build Speed
- -75% Army Damage
- -75% Shield hit points
- -75% Ship weapons damage
- -75% Ship armor
- -75% Fire rate
- -75% Diplomatic Fleet power weight
Obviously, the values would have to be adjusted as needed. However, we must not forget that these are the maximum penalties and that the system is progressive.
When a shortage is over, the shortage value decreases from the monthly prosperity value * 2.
To help get out of a major crisis, we can perhaps imagine a mechanism "similar" to EU4 with Bankruptcy.
Prosperity
Prosperity is the opposite effect. It is determined by the amount of resources owned in relation to consumption.
Prosperity works in stages.
Level 0:
- No deficit
- +1 Monthly prosperity
- 25 Maximum Prosperity
Level 1:
- Stock > 3 * Consumption
- +2 Monthly prosperity
- 50 Maximum Prosperity
Level 2:
- Stock > 6 * Consumption
- +3 Monthly prosperity
- 75 Maximum Prosperity
Level 3:
- Stock > 10 * Consumption
- +4 Monthly prosperity
- 100 Maximum Prosperity
If the tier condition is not met, prosperity drops by 1 per month. In the event of a deficit, prosperity decreases by 5 * the value of the deficit. Prosperity protects against the negative effects of short-term deficits.
Prosperity bonuses are also progressive and the opposite of shortage penalties, but less important, maybe a quarter
Market :
Obviously, to give more effect to these mechanisms, it would be necessary to change the functioning of the market a little.
For example : https://forum.paradoxplaza.com/forum/threads/market-rebalance-introducing-market-caps.1464424/
If not at least put a deadline for transactions on the market, maybe at least 6 months. Possibly modified by some factor.
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