Well, I played some time and can't say I'm feeling bad for pre-order it. I feel good enough, but I can see very good that I'd could feel better if some features can be added to this game. So I want to put my thoughts here with "that can be better", and, for all sake, offer some solutions I see.
The main problem for me is economy system. It's ok with minerals and science resourses, but EC and food... I don't like it.
How I see right economy system for space 4x (that system fit Stellaris philisophy well, as I firmly believe)? No ~energy credits~ money, please. Food your citizens eat -> minerals your citizens make, then make this minerals to hard things through energy, happiness makes that process more effective (such as it is now, right?).
1. Food. I can't help myself but think that food is underpriced. You don't typically need more then one (well, maybe two) farms + clinic + orbital module, with bonuses and so (I mean tech bonuses, because played individualist+rationalist, haven't any species food buff). Food bonuses appear quite often, but it's essentially "just plain slots", especially late game.
How to change it? Well. Definitly food will be looks better if it's _empire_ resourse, just as _all_ other planetary resourses are. You should have stable food reserve (more that 0) if you want your Empire to grow steady. Let's say "every population should eat 1 food with species bonuses applied", and add some buildings on planet that modify this value. Let's say ships that came in and carry away minerals and energy... whatsever (I will put my thoughts about energy later) carry in food. Ah, also add a food consumption to ships (all that guys aboard want to eat, you know, same for infrastructure you need).
2. Energy. If you want something to be "planet-wide resource" it should be energy, not food. Look, your power stations create juice, you put this juice to your buildings, so they work and give you profits. It's quite logical, better that "your power stations create energy credits you hoard in your... treasury? accumulator house? you name it". So it's better that energy is planetary-wide, and you'll need positive balance to use other buildings. I can't say will AI handle such system though, but if it's can, it could be great. Let's minerals and food take all that upkeep cost!
To be honest, I can't see this two points VERY game-changing. After all, you can essentially swap "energy" and "food" - food is stockpile you use for colonies and fleets, energy is planetary "need-to-live". Just current system reversed.
3. Trade. Oh I miss trade! Not something as "one player gives you X minerals, you gives him rare resourse", but something more abstract. This can create intresting development issues.
So, how trade can be realized on current system (as I see it; of course devs knows better)?
Of course EU4 system with static trade routes can't help here (also if we get rid from cash the whole idea behind EU4 trading goes away). But I thought about it and invented a system that looks good for me. Every planet generate some "trade value" (something with population and industry down there). So marketplace (that can be build on planet or on spaceport) should take this trade value and give every marketplace in a range - "warp-marketplace" should give this bonus to every planet in a jump-range, hyperline - to every linked system. Wormhole-trade is linked with ANY your wormhole net linked. And when I say every planet I mean it - alien planets with trade treaty included. Also add a "trade hub stations" for non-wormholes, that can be used as "retranslators" for such value.
This TV should add happiness, as I said, but also it should add ethic divirgence. And maybe migration modifiers.
This system, with trade nets building, is kind of game changing, yeah (and I'm not sure can AI make himself with such "trade hub nets"). But I believe it can add some good complexity to planet- and empire building.
On the other hand, you can always use HoI convoy system, just put it here to show "minerals in - food out" chains, with old (from HoI2, if I take it right) intermediary points (and maybe "reserves" value on planets and ships, such as in HoI again). As I can see devs should already have code for such system for current engine version, shouldn't they?
Also I can't see this two systems mutually exclusive.
Thanks and sorry for lenght. I wonder if somebody want to say about it.
The main problem for me is economy system. It's ok with minerals and science resourses, but EC and food... I don't like it.
How I see right economy system for space 4x (that system fit Stellaris philisophy well, as I firmly believe)? No ~energy credits~ money, please. Food your citizens eat -> minerals your citizens make, then make this minerals to hard things through energy, happiness makes that process more effective (such as it is now, right?).
1. Food. I can't help myself but think that food is underpriced. You don't typically need more then one (well, maybe two) farms + clinic + orbital module, with bonuses and so (I mean tech bonuses, because played individualist+rationalist, haven't any species food buff). Food bonuses appear quite often, but it's essentially "just plain slots", especially late game.
How to change it? Well. Definitly food will be looks better if it's _empire_ resourse, just as _all_ other planetary resourses are. You should have stable food reserve (more that 0) if you want your Empire to grow steady. Let's say "every population should eat 1 food with species bonuses applied", and add some buildings on planet that modify this value. Let's say ships that came in and carry away minerals and energy... whatsever (I will put my thoughts about energy later) carry in food. Ah, also add a food consumption to ships (all that guys aboard want to eat, you know, same for infrastructure you need).
2. Energy. If you want something to be "planet-wide resource" it should be energy, not food. Look, your power stations create juice, you put this juice to your buildings, so they work and give you profits. It's quite logical, better that "your power stations create energy credits you hoard in your... treasury? accumulator house? you name it". So it's better that energy is planetary-wide, and you'll need positive balance to use other buildings. I can't say will AI handle such system though, but if it's can, it could be great. Let's minerals and food take all that upkeep cost!
To be honest, I can't see this two points VERY game-changing. After all, you can essentially swap "energy" and "food" - food is stockpile you use for colonies and fleets, energy is planetary "need-to-live". Just current system reversed.
3. Trade. Oh I miss trade! Not something as "one player gives you X minerals, you gives him rare resourse", but something more abstract. This can create intresting development issues.
So, how trade can be realized on current system (as I see it; of course devs knows better)?
Of course EU4 system with static trade routes can't help here (also if we get rid from cash the whole idea behind EU4 trading goes away). But I thought about it and invented a system that looks good for me. Every planet generate some "trade value" (something with population and industry down there). So marketplace (that can be build on planet or on spaceport) should take this trade value and give every marketplace in a range - "warp-marketplace" should give this bonus to every planet in a jump-range, hyperline - to every linked system. Wormhole-trade is linked with ANY your wormhole net linked. And when I say every planet I mean it - alien planets with trade treaty included. Also add a "trade hub stations" for non-wormholes, that can be used as "retranslators" for such value.
This TV should add happiness, as I said, but also it should add ethic divirgence. And maybe migration modifiers.
This system, with trade nets building, is kind of game changing, yeah (and I'm not sure can AI make himself with such "trade hub nets"). But I believe it can add some good complexity to planet- and empire building.
On the other hand, you can always use HoI convoy system, just put it here to show "minerals in - food out" chains, with old (from HoI2, if I take it right) intermediary points (and maybe "reserves" value on planets and ships, such as in HoI again). As I can see devs should already have code for such system for current engine version, shouldn't they?
Also I can't see this two systems mutually exclusive.
Thanks and sorry for lenght. I wonder if somebody want to say about it.
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