Hi,
Ended up in a discussion about this yesterday, and I think this is an idea worth looking at so I'll post it here.
Trade Value as a system is ok in my opinion (some hate it) but I think it has it's flaws and could be improved. Fundamentally, trade value was a resource added to the game that just gives you some of the other resources you can get through other routes, and is normally less productive (until recently with the merchants buffs). So it doesn't have a distinctive role.
The market changes have made energy credits extremely powerful. In the early days of Stellaris, energy credits were mainly used to keep things running (maintenance) and a few other things. Now they can be used to buy any resource, in a relatively efficient way, at any time, and you can sell anything you want to get them, on top of all its other purposes (buying things, terraforming, buffs from enclaves etc.). The market is also extremely OP, you can build an extremely unbalanced empire and compensate through the market. It's only balanced because anyone can do this.
My suggestion is to give trade value a unique role - instead of simply exchanging in to energy / CGs / unity using trade policies, trade value could be the currency through which other resources can be purchased on the market, instead of energy credits. Energy credits would be purchaseable on the market for their primary use, maintenance and so on, and other resources could be sold for trade value, which could then be used to buy any resource you want, but naturally it's less efficient than producing this TV directly due to market fees and price changes.
This would give the two resources completely separate roles, instead of just being different ways to get the same resources from your pops. It would give the option of investing in TV generation with your empire, which would give the flexibility to exchange that for other resources, or focus on energy credits and making the resources directly, which would be more productive but you don't have the same flexibility and ability to specialise (by running deficits on some resources and compensating using the market). The market system can adjust in a normal way - if you buy too much stuff with TV, prices will rise on those resources, if you keep selling main resources, the price of TV will rise too. With the current system, we're going to be in a situation where either TV or energy credits is better to produce, rather than a mix of both - with this system they would have separate roles.
Obviously there's a lot to think about with a rework like this, e.g. what will Gestalts do as they don't have TV, how will it be balanced etc - solutions can definitely be found here. But I think as a concept it would make the game make a lot more sense, especially for new players, and it could improve balance as well if done right.
Any thoughts?
Ended up in a discussion about this yesterday, and I think this is an idea worth looking at so I'll post it here.
Trade Value as a system is ok in my opinion (some hate it) but I think it has it's flaws and could be improved. Fundamentally, trade value was a resource added to the game that just gives you some of the other resources you can get through other routes, and is normally less productive (until recently with the merchants buffs). So it doesn't have a distinctive role.
The market changes have made energy credits extremely powerful. In the early days of Stellaris, energy credits were mainly used to keep things running (maintenance) and a few other things. Now they can be used to buy any resource, in a relatively efficient way, at any time, and you can sell anything you want to get them, on top of all its other purposes (buying things, terraforming, buffs from enclaves etc.). The market is also extremely OP, you can build an extremely unbalanced empire and compensate through the market. It's only balanced because anyone can do this.
My suggestion is to give trade value a unique role - instead of simply exchanging in to energy / CGs / unity using trade policies, trade value could be the currency through which other resources can be purchased on the market, instead of energy credits. Energy credits would be purchaseable on the market for their primary use, maintenance and so on, and other resources could be sold for trade value, which could then be used to buy any resource you want, but naturally it's less efficient than producing this TV directly due to market fees and price changes.
This would give the two resources completely separate roles, instead of just being different ways to get the same resources from your pops. It would give the option of investing in TV generation with your empire, which would give the flexibility to exchange that for other resources, or focus on energy credits and making the resources directly, which would be more productive but you don't have the same flexibility and ability to specialise (by running deficits on some resources and compensating using the market). The market system can adjust in a normal way - if you buy too much stuff with TV, prices will rise on those resources, if you keep selling main resources, the price of TV will rise too. With the current system, we're going to be in a situation where either TV or energy credits is better to produce, rather than a mix of both - with this system they would have separate roles.
Obviously there's a lot to think about with a rework like this, e.g. what will Gestalts do as they don't have TV, how will it be balanced etc - solutions can definitely be found here. But I think as a concept it would make the game make a lot more sense, especially for new players, and it could improve balance as well if done right.
Any thoughts?
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