Special goods analysis
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Chriz, Mercury and I have observed that the special goods are biased with regard to the raw materials they consume.
We assume that
cost 4
, and 4
. As the
will most likely be changed to this (and all
costs for Hyperspace Lanes will be reduced by a factor of 4).
Now, for each special good, we count the raw materials consumed to create a single special good. We get the following distribution:
((Continued in next post due to forum bug with icons+tables.))
We assume that
cost 4
, and 4
. As the
will most likely be changed to this (and all
costs for Hyperspace Lanes will be reduced by a factor of 4).Now, for each special good, we count the raw materials consumed to create a single special good. We get the following distribution:
| Count | Ratio | |
|---|---|---|
![]() | 20 | 33.3% |
![]() | 13 | 21.7% |
![]() | 8 | 13.3% |
![]() | 8 | 13.3% |
![]() | 7 | 11.7% |
![]() | 4 | 6.7% |
((Continued in next post due to forum bug with icons+tables.))
As you can see, the economy is lopsided towards
, and it becomes very easy to switch between the gasses based specials. Should we wish to change this, one of the things we'll have to take into account is that any change in the special goods will have profound impact on the current economy.
I propose we use this thread to discuss the issue, and see if we can somehow come up with a solution together!
, and it becomes very easy to switch between the gasses based specials. Should we wish to change this, one of the things we'll have to take into account is that any change in the special goods will have profound impact on the current economy.I propose we use this thread to discuss the issue, and see if we can somehow come up with a solution together!
In my opinion changing raw materials for the most prominent
gasses focused special goods (
,
,
) would have a very large impact on the economy resulting in people overhauling there systems. This is in my opinion not the solution.
I propose to look at it from the other side. We should look into creating two new special products that contain mostly
and
to restore the balance a bit.
What we need would be:
+
-> new special good 1 ?
+
-> new special good 2 ?
The updated table would be then:
20
13
15
12
12
12
This would still mean Gasses has a large share but it would be more acceptable.
Anybody who has an idea for new special good 1 or 2?
gasses focused special goods (
,
,
) would have a very large impact on the economy resulting in people overhauling there systems. This is in my opinion not the solution. I propose to look at it from the other side. We should look into creating two new special products that contain mostly
and
to restore the balance a bit.What we need would be:
+
-> new special good 1 ?
+
-> new special good 2 ?The updated table would be then:
20
13
15
12
12
12This would still mean Gasses has a large share but it would be more acceptable.
Anybody who has an idea for new special good 1 or 2?
Player of the Praetorian Empire
I'm not sure whether I am in favour of coming up with two new special goods; but it is an interesting approach to the problem.
Regardless of my feelings about the approach:
A long time ago at the start of the game, when technologies were still a new concept, the idea to introduce a 'research' good was mentioned a few times. I do not think it would be a good idea to replace the normal
cost of technologies, but we could look into the creation of a technology credit:
+
-> technology credits
With some players having large groups of population, we might look into a population-related special good. For example, we could go with a 'City Zone' which is effectively a mega-city that allows larger populations to live there. These zones could have upkeep in the form of:
+
-> Luxury Products
Again. I'm not sure whether this is the correct route to go.
Regardless of my feelings about the approach:
A long time ago at the start of the game, when technologies were still a new concept, the idea to introduce a 'research' good was mentioned a few times. I do not think it would be a good idea to replace the normal
cost of technologies, but we could look into the creation of a technology credit:
+
-> technology creditsWith some players having large groups of population, we might look into a population-related special good. For example, we could go with a 'City Zone' which is effectively a mega-city that allows larger populations to live there. These zones could have upkeep in the form of:
+
-> Luxury ProductsAgain. I'm not sure whether this is the correct route to go.
-

Mercury - Storyteller
Brend wrote:We assume thatcost 4
, and 4
. As the
will most likely be changed to this (and all
costs for Hyperspace Lanes will be reduced by a factor of 4).
See also here: viewtopic.php?f=12&t=1036
I second the notion to increase the costs of 
Maybe we can use technology credits for advanced technologies? Thechnology credits replacing normal tax sounds interresting as well, but I wonder how much that would actually be used.
I am not opposed the luxury-products so far.
We can of course change the raw material from the
, maybe from gasses to metals or rare elements? This will drive the focus away from gasses as well, although it as great impact on the current economy, making this rule change hard to implement.

Maybe we can use technology credits for advanced technologies? Thechnology credits replacing normal tax sounds interresting as well, but I wonder how much that would actually be used.
I am not opposed the luxury-products so far.
We can of course change the raw material from the
, maybe from gasses to metals or rare elements? This will drive the focus away from gasses as well, although it as great impact on the current economy, making this rule change hard to implement.I noticed an irregularity of the special products, at this moment the
is the only one requiring 3 + 3 products. All the other ones require 4 raw materials + 4 products.
I think we can get rid of this irregularity by making the
4
+ 4
. This way they require 1
more and 1
less.
Alternatively, and somehow this feels better to me, is by making the
costing 3
+3
. By keeping the special products not all the same we keep the door open for other odd special products.
is the only one requiring 3 + 3 products. All the other ones require 4 raw materials + 4 products.I think we can get rid of this irregularity by making the
4
+ 4
. This way they require 1
more and 1
less.Alternatively, and somehow this feels better to me, is by making the
costing 3
+3
. By keeping the special products not all the same we keep the door open for other odd special products.I see no reason to change the current special goods components in the way you describe. The problem isn't
or
it's the skew between
and the rest (with
a lone bottom).
Though I agree with the fact that we have a single different good, I don't think this is a problem.
or
it's the skew between
and the rest (with
a lone bottom).Though I agree with the fact that we have a single different good, I don't think this is a problem.
8 posts (analysis)
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