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aprogressivist

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The title is a bit of a joke. But Shortages in general are too crippling. They give hard penalties when really the penalties they give should be scaling.

Consider, from the Wiki
Energy shortage
  • -50% Minerals Output
  • -75% Army Damage
  • -75% Shield Hit Points
  • -75% Weapons Damage

If your empire needs 1000 energy but you can only afford to pay 999 energy a month and you end up in a deficit, you are slapped with a 50% Mineral penalty on top of the other stuff.


It's all like that. Your pops need 500 food but you only grow 499 food and have no more reserves? Blam, -25% Happiness and -75% growth. You've run out of CG because your economy is tanking? Blam, take another -25%.

No wonder economies can end up in a downward spiral. A deficit in a single resource can bring an empire to its knees. Given that empire economies can now be much more complex, this is far more likely to happen.

Some people will argue "Oh but you should learn to play, balance your economy, and apply the correct Policies for your empire". That's great. It's also not an answer. I've personally never had my economy tank so badly I couldn't recover, but it's not about me. It's not just players this affects; it's the AI. If the AI doesn't manage its resources correctly, it will be crippled and the game becomes less fun.

As I said, I think it'd be more reasonable if shortages gave scaling penalties. You should be heavily in the red and unable to pay for a lot of things before you get slapped with a full -50% Mineral penalty.
 

Wolfgang I

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The thing is being in the red does nothing until your stockpile is depleted and when that happens the shortage is the only effect.

If you buy one mineral at the end of the month your alloy/GC buildings will act as if you had no shortage when the next month comes.
Yes the debuff will kick in again but you can produce thousands of alloys with just one mineral if you want to.

A system in which a conversion of minerals to alloys/CG happend would make much more sense. If you have 30 minerals you should only produce 30 minerals worth of alloys/GC when the month flips and any surplus buildings should produce nothing.

It is even worse with CG as you do not actually need it to build stuff and buying one CG per month keeps all the buildings that need them running at 100%.
 
Last edited:

aprogressivist

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The thing is being in the red does nothing until your stockpile is depleted and when that happens the shortage is the only effect.

You raise an interesting point; but in a sense I feel this only worsens the issue with the AI. OK, a human player will know how to game the system to prevent their economy from crashing; but the AI won't. And the fix to this issue IMO is not to make the AI game the system, but to make Shortages work "better"...
 

EccentricJoe

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Yea a bigger problem is thag you dont need to produce anything but alloys if you dont want to. The market needs some fixing as well as buildings that require special reacources needing the rescource to function, not just hit with a debuff
 

Masoz

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Buildings causing a resource deficit should be ruined until you are at net zero.

Energy deficits should disband military units until you are at net zero

My entire galactic empire shouldn't dissolve into chaos because one dancer's monthly space marble subscription came late.