Zoolimar wrote:
This part is literally impossible to have unless the resources that ships use for upkeep are not coins. No matter how high or low are the upkeep costs you always could use them all.
Sure its possible
It is even currently like this on stable version and was even more true prior to that: sure ships had a ridiculously low upkeep of 1 coin increasing by +1 per hull size tier but it was and still is impossible on stable to run out of coin for upkeep when normal precautions are met meaning a minimum of one market per planet and fully utilized trade pool
Like I said: fully agree on giving higher upkeep in general to ships so we cannot keep buying out every building, and especially for the largest ship hulls so that the AI does not keep mass-producing these (as it is both inefficient and not fun)
So here is my current example:
+ 269 Taxes
+ 154 Trade
- 340 Ships
- 92 Buildings
- 5 Ground Units
- 18 Hostile Environments
- 10 Agreements
+ 11 Food surplus
Total:
-21
Ship count: 51 (with the above mentioned distribution). 7 of these are transports so combat ship count is actually: 44
Population 152 B
24 Stars
28 Planets
Metal: 865 (312)
As visible, I have just stopped producing ships not because of Metal shortage but due to upkeep costs (boarded a lot of medium ships from Marauders and Yoral that stacked up the costs)
The upkeep I think is a bit too much here: At turn 129 and for the above empire size, the player should probably be able to field twice as many ships (currently this is around 1.5 ships per planet). Sure its not a good comperison, but think abouth this: we currently have a single low-tech planet with 7.5 B pop and 3 fully operational spacecraft not counting Dragon and Starliner
Solution: Halve the upkeep costs from 340 to 170:
Destroyer/Loght Cruiser: 3
Cruiser: 5
Battlecruiser: 11
Carrier: 17
This would mean that trade would still fully need to be utilized to ensure upkeep cost are covered, but ships could be produced as usuall and the surplus would not lead to regular buying out of improvements as even a mine/farm costs 150 and we havent even done any refit yet
Lets formulate this another way:
If we try to limit the number of ships via Coin, Metal is overriden as the defining resource for ship production and that is its only purpose
Production cannot effectively be stacked unless metal production can keep up with ship production but if coin limits production overall, then the equation is:
1. Coin limits max amount of ships
2. Metal limits the speed at which ships can produce (limits the amount of factories that can be built)
3. If coin limit is reached, metal starts to pile up, but it does not make sense to increase production = metal production is much less important while Coin is much more important as well as keeping all of its other functions (buyout, refit, bribe, purschase of slaves, mercs)
4. If player chooses to produce only cheap units to fully utilize ship "capacity", those also cost less metal, so again metal does not play much of a role
Also adjusted the graph to represent the situation if militarisation limit is reached in 15 turns (just an example, lets say this is when upkeep consumes all the available income when producing EC only)
Lets see what we get when only producing Light Carriers under such specific circumstances:
- Metal Consumption is higher by 66%: this seems considerable (and a bit unlogical) untill we check out the below benefits:
+ Upkeep is identical but consdiering the savings up untill the point where LC reaches EC upkeep we have surplus coin here in the end
+ 10 Light Carriers are produced compared to 3 Escort Cruisers
+ 66% more Defensive power overall
+ 250% more offensive power overall!
So we have to ask: what sense does it make to produce anything else if coin is the defining resource of ships?
According to the below, empires with more metal resource should build light cruisers and those with less metal, probably also LC and maybe Escort carrier if they are really lacking metal and still need/have storng production short term (an odd combination
).
Ideally I would say you should build both but this secondary limitation (besides metal) can easily cause strange behaviour because of the below
I would suggest intead so to leave metal as the single defining resource of ship production speed AND capacity and balance coin instead to refit costs and maybe to panetary buyout so the later cannot occur frequently