What's the point of getting credits when you can build research or production directly? Converting credits to research or production is a huge waste of resources. And since maintenance costs are so low, it means as long as you generate enough credits to pay for maintenance, you don't need economic buildings.
Also, for some reason the synthetic AI generates a ton of credits. I've seen the Yor with 300,000 credits. Which btw is totally worthless because rushbuy is inefficient. What's with that?
I feel that the early expansion phase is way too easy. Because every newplanet has a positive income. Which is connected to the low maintainance of buildings.
I feel the same, in GC2 you wouldn't even take more than a few colonies early game because your treasury would get negative in 5 turns. Early game right now is too easy in GC3 and requires almost no thinking, spam colony ships and take all the planets asap. This makes all the economy buildings and tech trees nearly useless as well. Right now i'm playing a game with Iridium where i have luxury trade routes and 1 colony dedicated for econ, my income per turn is +250 and i can't do anything with it.
I remember trying to get economic capital in GC2 asap, because i would get -100 per turn, those were the times This game really needs to have a more difficult economy.
I think the economy was actually much better designed in GC2.
You set a tax rate that brought in credits based on population and modified by the econ buildings on each world.
Higher taxes caused lower morale.
You needed to plow credits into production and research each or those buildings didn't actually do anything.
It was a simple representation of the government taxing people going about their civilian jobs, causing a degree of irritation to the population based on how heavily they were being fleeced and then spending it to contract factories and research labs to work for it. The implication was that most of the economy was private and we were just skimming a bit off the top to run the empire.
The current system is a mess. It make specialising worlds absolutely necessary. Every world is either all out production, or Research/Econ with a sliver or production to keep the research/econ buildings up to date. Which is actually ridiculous. On the scale of a planet with billions of inhabitants we should actually be able to run a well rounded economy. Credits are really only needed for maintenance. Tourism + Trade can get you most or all of the money you need. If your too lazy to trade 1-2 econ worlds can cover the expenses of a large empire easily. Because buildings provide a percentage bonus to output splitting your focus on a world is always wasteful.
In GC2 balancing your income against your expenses was an actual issue. Having a large fleet would force you to cut back on production/research or raise taxes and take the morale hit.
It seems to me that the devs got so caught up in the silly adjacency system that they didn't really give much thought the the economy on the empire level.
Devs - please just reimplement the economic system used in GC2. Make factories and labs give flat increases to output capacity that we need to spend credits to actually utilise.
I think it's a bit unfair to describe the adjecency system as 'silly', but I find it hard to disagree about how the results of that system force you to hyper-specialise otherwise you lose so much of that placed potential. To me this is another example of how the maths behind the various bonus mechanisms in this game haven't been fully thought through or tested to breaking point (which, alas, happens for too early in the game for GC3; given that nearly all 4X games eventually start to fall apart at the seams when pushed to the limits of exploitation).
Game really force you to specialize too much. As mentioned, almost every game element add more reasons to do so. Adjecency system (and it's interaction with planetary tiles distribution, that comes directly from GC2), how economics works, planetary and tile bonuses, shipyards all those contribute toward specializations. At the same time, at least to me, it's pretty common situation that i have to ignore some bonuses on planet (tiles, resources, morality and planetary bonuses) because they didn't add to each other and there is no reason to build "balanced" world (and btw, current invasion system contribute toward it too - you either create planets with shipyards or create high value planets and protect them with ships), it's easier to simply ignore some bonuses and doesn't sit well with me.
It's all result in players frustration, so even if "stupid" is too strong, i'd call it "not balanced with other elements". Especially after so much time game spent in EA.
In addition, the need/benefits of having super-specialized worlds means that you will almost always outperform the AI civs. The AI just doesn't know how to build efficient, highly specialized worlds in a way that can compete with any human player with even low level strategies (such as building your factory next to a durantium refinery).
The Yor AI is particularly bad at utilizing its specialty building that gives +3 adjacency bonuses. Usually places it in a hex with only 1 adjecent building. Duh!
It's worse than that, Jim. I repeatedly see the AI build a factory and then immediately upgrade that factory to its maximum tech level, before filling any other hexes with base factories. This cripples the planet's output for dozens of turns.
I actually like the general economic system in Gal Civ III than II. More intuitive in Gal Civ III. In Gal Civ II, most buildings DON'T generate economy. For example, factories CONVERT econ into ships. In other words, building too many factories will destroy your economy, which I thought was really stupid.
The problem with Gal Civ III I think is that maintenance costs are WAY TOO LOW. Once they can tweak that, the game will re-balance itself out. They should make it so that each colony beyond a certain point costs increasingly more upkeep to maintain up to a certain maximum level depending on map size. That's what they did for Civilization IV and it worked.
This tweak will force players to build up their worlds instead of just spamming colony ships for the first 40 turns or so.
Why not? How many financial centers are on Earth compared to production? 50:1 would be a conservative guess. It seems totally logical to me that you would need only a few.
Don't count local banks in cities please. They are no more that Walmart for trading cash and are inconsequential when it comes to global economy.
50:1 wouldn't be a conservative guess, it would be a complete guess - and is unsurprisingly also completely wrong. Financial services make up around 15% of world GDP, according to the OECD. You might be surprised to hear that manufacturing's share of world GDP is around 16% - nearly identical to finance. So the ratio you're actually looking for is 1:1.
Besides, in the game finance buildings are market centres... that implies it's rather more important to measure services (i.e., retail, call centres, offices, banks, insurance companies, accountants) against production here. Services make up around 60% of the global economy. So, in fact, the 'correct' number is actually 1:4 in market centre's favour. This is actually more or less how you had to balance your economy in GC2 - 50% markets with the remainder shared between research and factories. So tell me, how many retail centres are there on Earth compared to production?
So yeah, that's why not. A healthy manufacturing economy is largely run on credit. If you don't have the banking sector to manage that credit, then you can't run a manufacturing economy properly (this is also exactly what happened in 2008 when the banks stopped lending - hence why it was referred to as 'the credit crunch').
I think that money being used should be incorprated into the game with some events
1. Economic collapes.
2. Trade problems.
3. Workers demanding better pay.
4. Possibility of ships defecting to pirates because they are 'old tech' and want to be refitted.
5. Corruption and/or political economic espionage.
6. Religious/social problems needing money to fix.
These events could then be handled with the three possible traits (Ben, Prag, Mel) for differant outcomes.
50:1 wouldn't be a conservative guess, it would be a complete guess - and is unsurprisingly also completely wrong. Financial services make up around 15% of world GDP, according to the OECD. You might be surprised to hear that manufacturing's share of world GDP is around 16% - nearly identical to finance. So the ratio you're actually looking for is 1:1.Besides, in the game finance buildings are market centres... that implies it's rather more important to measure services (i.e., retail, call centres, offices, banks, insurance companies, accountants) against production here. Services make up around 60% of the global economy. So, in fact, the 'correct' number is actually 1:4 in market centre's favour. This is actually more or less how you had to balance your economy in GC2 - 50% markets with the remainder shared between research and factories. So tell me, how many retail centres are there on Earth compared to production? So yeah, that's why not. A healthy manufacturing economy is largely run on credit. If you don't have the banking sector to manage that credit, then you can't run a manufacturing economy properly (this is also exactly what happened in 2008 when the banks stopped lending - hence why it was referred to as 'the credit crunch').
Your figure of 16% is quite interesting, since I have generally settled on specializing about one colony in 6 or 7 on finance. Just about right then! That's what I find works for my empires.
You must have buckets of cash floating around then (or your empire is only 7 worlds wide). I found even 1 in 10 saw me swimming in cash; on a big map where you can easily hit 50-60 worlds per player, 5 cash cow planets left me with a surplus of 1600 per turn by the midgame.
I agree with Marigoldran's suggestion; the Civ IV approach was just about the only time a 4X managed to make whether to expand a genuine choice. Presently, there's no real advantage to keeping small in GC3; the approval penalty from expansion simply isn't enough of a reason not to expand (while simultaneously crippling the AI on bigger maps), and can be totally cancelled out with Patriotic.
+1 for the suggestion to go back to the Galciv2 approach, or at least rebalance the economy so it presents the same expansion constraints that Galciv2's economy did. In GC1 and 2 your economy started out broken and in deficit, and the early game was a race against time to get it up and running before you ran out of your starting credits. It was a fun and interesting approach that was unique to Galciv. Now the early game is a pure expansion rush. That's fine and all, but it's not as interesting as the old system. The end result, as people have said here, is that money feels very pointless. In my first complete game I do not recall ever even using it or worrying about it, which is a sure sign of a broken system.
Yes, exactly. I've got decades of 4X experience under my belt but for me to 'beat' the Economy side of the game on my very first outting on the harder difficulties made me worry; at the time I dismissed it as beta 'incompleteness'. Now I can't decide if the Econ in GC3 is meant to be this basic or if it's just plain old broken. Perhaps it's 'basically broken'. I don't meant to be harsh but if the Econ is the weak point of a 4X game then something's gone a bit wrong. (It's usually combat that's the weak point.)
i found th GC2 economy system (which had some parallels to the civ 4 system) more interesting than the GC3 system. GC3 empires are constrained by approval (similar to Civ 5 happiness system), but the penalties are barely visible until you get very very large. i didn't like the happiness systems in civ 5 - the civ 4 economy based constraint felt much less gamey.
i vote for high maintenance colony capitals and high(er) maintenance manufacuting and research structures. don't really care if they keep the 3 way dial or change it to a res vs. production slider with an added "tax" slider. that distinction doesn't mak a big difference to me. the real difference should be that you can't just mindlessly expand without going broke. that will tone down the colony spam and the problem of hitting the end of the tech tree after ~1/4th of the time limit (and that's a conservative guess. if you really go for it, you can probably get a research victory in year 3 or 4)
I like the economics mechanics. Something different in a space 4x is kind of nice.
It wasn't even the gamey-ness which was the issue - Civ 5's happiness-based empire size limit mechanic, combined with re-introducing maintenance on buildings rater than a scaling per-city+distance measure, encourages building lots of small cities/planets and not developing them to their full potential. It re-introduced the 'Infinite City Sprawl' problem which Civ IV's maintenance mechanics had eliminated; the game actively punished you for building 'up' rather than 'out'. The punishment in GC3 is much less, because maintenance is very low... but you're still punished more for having a big population on a planet than you are for having multiple planets.
For example, say I have 20 population and a base morale of 4. If they're concentrated on 1 world (so one that's built 3 farms) then I have 4/20 morale. If I have them on 4 worlds, then I have 3.2/5 on each - about 70%. Mechanically, this is just as bad as the Civ 5 method; you should ALWAYS colonize another planet if you can, because the benefits of the additional research, manufacturing and money always outweigh the negatives of LEP.
I'm against putting maintenance on the research and factory buildings, for the same up-not-out reasons as above - but I wouldn't object to a fairly substantial maintenance hike on the colony capitals so they tend to lose a meaningful amount of money.
I first must say that I absolutely love the economic theory in GCIII. The economy wheel is much easier to understand compared to the old GCII separating out tax and then having 3 sliders to deal with. Now the concept is simple: your population makes "production" and you determine how that production gets directed. Please don't change the economy wheel!!!
I support minimal tweaks to make the wealth part of economy a little more important. I don't think it will require much at all. As it stands now, it is easy to generate lots of credits, but really no point in doing so because there is no efficient use of making those credits. Give us reasons to want to make big stacks of cash.
Significantly increasing the cost of a colony capital alone would probably make the beginning of the game more challenging. That would be my vote.
Explicitly tell me how much diplomacy effect a gift offering is going to have when offering gift in the diplomacy window. Encourages spending to keep others happy.
I agree. Colony capitals should cost a lot more maintenance to discourage never ending colony spam. Players should be discouraged from doing what I'm doing (which is too effective).
What I'm doing is getting close to 100 colonies by turn 30, with an average population of 2 on each.
The economy seems ok on the settings I play on.Usually a Large map, 10 civs, uncommon habitable planets, common stars - basically only a few planets available for each civ.
At the mid game where all planets are taken, I have 7 planets in my latest game (1 was taken from my enemy).2 of those are devoted to the economy.I make a couple of hundred per turn and have cash to trade resources and upgrade my ships - but not really much surplus. (I have tech trading off - makes things tougher).My last upgrade of a fleet of 8 ships cost about 2k (about 250 per ship) - just to switch from shields to armour really. That's a good amount I'd say.I have enough of a fleet to defend myself against the Drengin with their 20 planets too (just about).
I would say the amount of income I have feels about right with having 2 planets devoted to the economy.
From what I've read on other posts, most parts of the game break down when you have these massive maps, colonising dozens of planets - the game just isn't balanced for that yet.
It's nothing to do with the map size. People should quit thinking of it like that.
You have 200 credits/turn surplus, yeah? What % of your total income is that? How much is being spent on maintenance? How many ships are you keeping active (you mentioned that your fleet is competitive with the Drengins, who have nearly 3 times as many planets as you...).
THESE are the measures that actually matter, not the absolute numbers. Of course I should make 5-6 times as much surplus from an empire 5-6 times as big - but as a proportion of my empire's total budget, it should be roughly the same as long as the % of our planets dedicated to cash are the same.
You don't need to post this on every post in the forums, I would like you to share how you're getting 100 colonies by turn 30-40. That way if the game is broken Stardock can fix that issue.
Colony maintenance might be too low, but I find that ship maintenance is very high. I suppose that if you were forced into a war early game, you might be glad of the cheap colony maintenance.
You forgot paying for better invasions
Money is important. Being able to buy buildings at once can be very useful for a fresh colony, and it allows you to upgrade your ships (though honestly I think just building new ones is better a lot of the time). There are also some buildings that give strong bonuses that normally take a long time to build, so insta-buying them can be very useful.
It's all a combined issue if you ask me. IMHO:
Maintenance needs to be higher, so that it's harder to cover.
Buyout needs to be cheaper, so that it's worth doing more than just covering your maintenance.
THEN and only then will wealth become an "equal ground" part of economy along with production an research.
And I guess it wouldn't hurt to have even more uses for money, as long as those new (and old but redone) uses are done right.
That would be my preference as well. I've never liked that if you pay X you magically get an upgraded ship anywhere within your civ's borders. Ship upgrades should never happen farther then 3-5 tiles away from a shipyard / dry dock. Which would also give the developers room to cut the upgrade costs a good bit. In similar games, you always had to get your ship back to a planet with a shipyard before it could be upgraded. Maybe for refits you have to build a dedicated starbase within 2 tiles of a dry dock with a "refitting ring" on it.
EL allowed to upgrade any unit inside your own borders. They had reasonable upgrade costs and reasonable rushing costs. It all worked. Of cause CGIII can't just mirror that. GCIII's tech and progressions aren't tiered as much. AND the design is more complex. EL's upgrade 99% of the time was exactly that - an upgrade. GCIII's upgrade, more often then not is either a "getting the ship 2 turns more up to date" or a complete refit. (Or even an exploit, but that's a different matter).
IF we could separate refitting from updating that'd be a boon, imho.
I believe that adding a module or swapping a module for a more advanced one SHOULD be cheap and available everywhere inside the borders. But removal of any amount of any kinds of modules that actually decreases the total of any of the ships stats should actually cost you EXTRA and ONLY work at the shipyard.
In other words:
- swapping 2 T1 engines for 1 T3 engine on a colony ship while also adding range module - cheap and anywhere. You're just making use of more advanced tech here.
- swapping construction module for a colony module - costly an on shipyard. You're obviously re-purposing a ship. (and ACTUALLY fill it with population)
- swapping 3 T1 engines for one T2 engine and doing anything else - costly and on shipyard. You're still re-purposing a ship which is obvious because you've made it slower than it was.
You call that a choice, I call that a guess. The factors are too unpredicatable to make any resemblance of an educated decision. The only thing you're choosing here is your "favorite" approach. You can almost never say which one is more likely going to play out better.
Also, ship buyout scaling already WORKS. Just don't do it from ship management screen, do it on the selection panel when you select the shipyard on the map. In there it'll list the right amount of credits and deduce that right amount as well. I did that on several occasions and once again - IT WORKS.
Since when is stupidity a viable excuse for a failure?
I'm sorry if that sounded rough, but that's how it is.
Shaping the mechanics of the game to the standards of those who can't properly use those mechanics is among the worst things you can do to a game. (from the "art" perspective that is... sure, it's a smooth commercial move but let's not go THERE...)
If the majority is wrong there's nothing wrong in not listening to it. As long as it IS wrong.
Complete and utter nonsense.
First - nothing FORCES you to specialise. It's only a matter of efficiency.
A friend of mine barely does it and he's still struggling to find a challenge.
With that out of the way, it's efficient to specialise for two reasons.
Namely:
1. You can freely move your output distribution in any position and swap any type of BASE output for another at 1:1 ratio.
2. Your planets can have DIFFERENT multipliers to different types base outputs.
As long as that works the only third component that we need to make the complete specialisation efficient is MATH.
( A + B ) * (C + D ) > A * C + B * D
So long as the statement above holds it'll be inefficient to split your base output into A and B and split your "multiplying might" into C and D.
The reason it works differently in some other 4x games is because they DON'T give you 1:1 rate of base output exchange. And quite a number of them doesn't give a damn about managing your "multiplying might".
Take C5 for example.
1. You don't get to chose what the tiles with the best yields actually yield.
2. Almost every damn city improvement that can be made is worth making.
These two points are exactly why specialisation in C5 doesn't work all that well. (Well, there are exceptions even there, but that'd be too much detail for a concept example)
Remove the adjacency bonuses from GCIII and all you'll accomplish is that it'd be easier to choose the planets specialisation, since you now have less factors to consider when determining the best 1 out of all possible, nothing else really.
I followed C5's history of changes pretty closely, and I have to voice a partial disagreement.
At one point their system was working. But then they went and broke it again.
The primary factor in it's workings was... economy. Maintenance namely. Once upon a time building those happiness improvements REALLY costed you. It was actually in favour of tall empires a bit. But then they had to go and rebalance the numbers. THEN building those now MANDATORY happiness improvements stoped being such a notable detriment, and it all inevitably went down the drain.
The biggest part of their "tall vs wide" balance was the combined effect of "per city" improvements and "per empire" factors (such as luxuries).
It's a working concept and with the numbers set right it works right. But for some reason that eludes me to this day (ok, let's be honest, I suspect that it's something along the lines of BuckGodot's comment quoted earlier in the post), they went and ruined their own math...
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