Re: Testing Economic Balance Changes
Posted: Mon Jun 17, 2019 7:10 pm
I have been observing Coin income changes in my latest game and find that the player starts the unwanted accumulation of Coin right after its first succesfull war in the following fashion:
1. AI usually declares war on player underestimating military power and/or potential
2. AI looses its core fighting force but does not sue for peace
3. Player begins slowly occupying planets. This is done with only a handfull of tank battalions at first due to low production on core worlds and mostly relies on bombing tactics to take over enemy planets with 1-2 pops and no buildings remaining
4. AI does not sue for peace, and if it does, this only happens after the player has occupied 20-30% of their planets and does not offer any compensation in return
5. Player occupies another set of planets or all of the planets of the agressor
6. Player starts building markets on newly conquered planets to combat moral penalty due ot bombing and since all planets are viped clean of buildings and markets instantly give trade route capacity making them ideal investments
7. Trade income starts to rank up and the planer economy rolls into snowball effect
To combat the above process I suggest the following concept (some elements I have already mentioned in other places):
0. Implementation of habitability degreadation is assumed for this concept. Its affect:
- Reduce max population the planet the support
- Reduce maximum number of buildings that can be built
- OPTIONALLY: Create or increase existing Hostile Environment Cost
1. AI should offer peace earlier as soon as main force has been wiped out and especially after loosing a planet or two on top of that
2. AI should offer compensation to make the deal interesting for the player compared to taking the planets via bombing (at this stage they will not be able to take them via tanks)
3. Due to the negative effect of bombing, the player is not able to conquer high-value planets in large amounts in the early to mid game so when above deal is offered, they are tempted to accept and income snowball is halted
4. If player refuses peace offer and carries on taking the planets, these planets will have lower quality (due to bombing) hopefully for a long time and thus provide less building slots + increased costs when hostile environment costs are as well due to bombing
5. If player does decide to build markets on the few remaining slots to combat moral penalties and rank up income, the markets should only provide trade routes in line of staffing. If only staffed 50%, they should only provide 50% of their normal trade route capacity
6. Since overall population cap is also lowered by bombing, the markets cannot rank up trade capacity as no more then 1 market can be fully staffed devastated planet (or not even one if huge planet and fully devastated) - Thus income snowball is halted under all circumstances and the player cannot game the system
The above would increase enjoyement to be had in diplomacy as well as invasion mechanic making for interesting decisions.
Downside is a somwhat slower game after teh first succesfull game, but since the player is still allowed to take a few planets at this stage withouth much of any penalty (they can produce a few tanks to do this), it would not feel like an unfair roadblock
Long-term, the player can of coruse invade with dozens of tanks to take the planets unharmed but that would not lead to income snowball either as:
1. Planets taken like this, will keep their existing buildings, and the player is unlikely to demolish them for the sake of spamming markets
2. Even if they do, the staffing dependency of market pool bonus would prevent the extreme gaming of the sytems (like having 2 or more markets on a small planet with 4 pop)
Thus with the above system, reduction of base market income and icnrease of ship upkeep cost is not needed at all from stable build
But I would still recommend also doing ship upkeep increase for larger ships in order for the AI to prioratize them less, and produce more smaller and mid-size ships instead to increase its felxibiltiy and competitiveness
Please let me know if you agree or if I have missed something
1. AI usually declares war on player underestimating military power and/or potential
2. AI looses its core fighting force but does not sue for peace
3. Player begins slowly occupying planets. This is done with only a handfull of tank battalions at first due to low production on core worlds and mostly relies on bombing tactics to take over enemy planets with 1-2 pops and no buildings remaining
4. AI does not sue for peace, and if it does, this only happens after the player has occupied 20-30% of their planets and does not offer any compensation in return
5. Player occupies another set of planets or all of the planets of the agressor
6. Player starts building markets on newly conquered planets to combat moral penalty due ot bombing and since all planets are viped clean of buildings and markets instantly give trade route capacity making them ideal investments
7. Trade income starts to rank up and the planer economy rolls into snowball effect
To combat the above process I suggest the following concept (some elements I have already mentioned in other places):
0. Implementation of habitability degreadation is assumed for this concept. Its affect:
- Reduce max population the planet the support
- Reduce maximum number of buildings that can be built
- OPTIONALLY: Create or increase existing Hostile Environment Cost
1. AI should offer peace earlier as soon as main force has been wiped out and especially after loosing a planet or two on top of that
2. AI should offer compensation to make the deal interesting for the player compared to taking the planets via bombing (at this stage they will not be able to take them via tanks)
3. Due to the negative effect of bombing, the player is not able to conquer high-value planets in large amounts in the early to mid game so when above deal is offered, they are tempted to accept and income snowball is halted
4. If player refuses peace offer and carries on taking the planets, these planets will have lower quality (due to bombing) hopefully for a long time and thus provide less building slots + increased costs when hostile environment costs are as well due to bombing
5. If player does decide to build markets on the few remaining slots to combat moral penalties and rank up income, the markets should only provide trade routes in line of staffing. If only staffed 50%, they should only provide 50% of their normal trade route capacity
6. Since overall population cap is also lowered by bombing, the markets cannot rank up trade capacity as no more then 1 market can be fully staffed devastated planet (or not even one if huge planet and fully devastated) - Thus income snowball is halted under all circumstances and the player cannot game the system
The above would increase enjoyement to be had in diplomacy as well as invasion mechanic making for interesting decisions.
Downside is a somwhat slower game after teh first succesfull game, but since the player is still allowed to take a few planets at this stage withouth much of any penalty (they can produce a few tanks to do this), it would not feel like an unfair roadblock
Long-term, the player can of coruse invade with dozens of tanks to take the planets unharmed but that would not lead to income snowball either as:
1. Planets taken like this, will keep their existing buildings, and the player is unlikely to demolish them for the sake of spamming markets
2. Even if they do, the staffing dependency of market pool bonus would prevent the extreme gaming of the sytems (like having 2 or more markets on a small planet with 4 pop)
Thus with the above system, reduction of base market income and icnrease of ship upkeep cost is not needed at all from stable build
But I would still recommend also doing ship upkeep increase for larger ships in order for the AI to prioratize them less, and produce more smaller and mid-size ships instead to increase its felxibiltiy and competitiveness
Please let me know if you agree or if I have missed something