For example, the simple change of increasing research costs and adjusting LEP so that it is -0.2 MONEY per planet instead of -0.2 Morale per planet makes a HUGE difference in the expansion phase.
With 50 colonies, almost a third (or more) of my colonies have to be Money Generating Colonies to keep up with maintenance, meaning that only about 35 colonies are actually productive in terms of research and manufacturing. And this is with Thalan Tech and Hives on every planet. It also makes it pretty much impossible to expand for a while beyond that because new colonies will cost so much maintenance that they're a big net LOSS.
Naselus's adjustments work.
As a result, the game becomes MUCH more fun when it comes to managing economy. Finding the right balance becomes an art. The game is no longer linear and one-dimensional (spam as many colony ships, then spam constructors and starbases). The constraint of running out of money makes the game a lot more FUN.
Furthermore, this NEW LEP SYSTEM won't affect people who play on smaller maps. With fewer planets, the LEP is no big deal. It's only for the hard core fans, the ones that want to play with massive empires that it becomes a big deal.
Once again, I believe the developers should take a look at Naselus's mods and make some of his ideas OFFICIAL.
Naselus i've explained once allready why maintenance is a bad solution i'm not going to do it again.
I will however address a couple of specific points.
1. The fact that LEP doesn't do what it's supposed to do doesn't change the intent of it though.
2. Except that approval effects all the necessary things that need to be effected making it perfect for limiting empire size. The key problem that you are right on is that trying to limit individual world output and empire output via the same mechanic is bad. if Approval wasn't affected by population on a planet it would work fine for empire size limiting with only a of detail changes. Which is all it really takes for their to be an actual issue.
3. Your right the fact that there's a mechanic that lets you get large amounts of research from zero economy input is a bit of an issue. Then again the upcoming research penalty will probably fix it as it's the combination of factors including the global nature that makes it so. But i doubt where ever going to see the concept go away and that means research will allways be hit less hard than production.
4. I don't think you understood my military point at all. The entire purpose of wealth right now is to pay for military upkeep. Expansion should be based on the questions:
A) do i have the military to support it.
will it give me a net positive empire output.
By tying both A and B into the same stat you force the user to pick one to sacrifice unless you make money too easy to acquire. If Money is going to act as a genuine limit on military size it has to be sufficiently difficult to acquire that trying to expand you military significantly beyond a certain size relative to empire size you have to make serious sacrifices in other area's. With colony's also costing money on top to establish you instantly push things closer to the magical "make massive sacrifices point". Get high enough penalties and blam, 1 more colony and your whole empire crashes and burns as an economy to support the upkeep of the colony and it;s defences. So if you want to have a useful empire and still expand you have to throw away the military component you'd normally add till the colony is up and running.
And sure no, Money right now really dosen't work to limit military size any more than LEP does growth right now, they're classic examples of non-functioning mechanics. But just as combining the method of limiting individual worlds with the method of limiting the empire is a bad idea. Combining the method of limiting the empire with the method of limiting the military is a bad idea for largely the same general reasons. When both sides of the equation are working you end up hitting one too hard via changes in the other. I;m not so much looking a this as a problem you have now as a problem you will have once wealth is working properly with the military.
It's got nothing to do with choices, i'm all for choices, but those choices to be genuine choices have to be balanced against each other and not have interactions that create breakdowns.
4. Except culture isn't affected by economy. it;s that simple. You can move that slider all over the place it won't change a thing.Their are 3 basic source of influence right now. Flat bonuses mostly from the colony itself. Multipliers from buildings, and Culture Festival. Only the last one is affected and normally i find my best production worlds are a bit busy to be using it, (mostly dammed constructor spam, but again a working military and AI should be making you use it for other purposes). The rest don;t give a damm what you do with your economy slider.
Care to explain this?
Look my issue isn't about whether or not your solution will work. It's about weather it's a good solution. And it isn't. It fails to interact with too many mechanics will never hit research as hard as the rest and has unfortunate interactions with a working system of limiting military size. it's about how it works on a mechanical level. it's allmost certainly betetr than the current system, but that doesn't make it what we should be trying to do for an ultimate fix.
I already explained why in a previous post, though the quotes were screwed up. I do wish this forum just defaulted to HTML rather than this horrible word interface. Anyway:
This was a central element in your proposed changes to LEP. There is a very, very basic logical error in this calculation.
And limiting military and colony expansion through maintenance isn't bad in any way, means shape or form.
Firstly, the game already does it - maintenance is charged on buildings as well as ships. Presently, maintenance is punishing 'Tall' empires, in that you pay more maintenance the more buildings you have - it's another of the many reasons I've outlined elsewhere why tall empires are punished in multiple ways while wide empires aren't punished at all, and is therefore another example of why using global stats to limit local problems and visa versa doesn't actually work very well.
Secondly, military size and number of colonies are both global measures, so the central problem of approval-based LEP doesn't apply - it's a false analogy.
Thirdly, your 'no sacrifices should be made' argument is completely inconsistent with the aim of slowing down expansion. The only way to incentivize a player to not always expand is to make it a sacrifice to do so - even if that sacrifice is an opportunity cost. And this is simply an opportunity cost, you can't build a ship AND have your 30th completely under-developed colony, you have to pick. Once you've developed a few of your core worlds as econ, THEN you can have both - comfortably (unlike the present maintenance system, where you can either have a new planet and a new ship OR build up the planet).
In short, this 'unacceptable military cost' line of your argument is simply absurd, and doesn't hold up even in the face of an improved AI that actually builds ships (which my mod also has). You are either wildly overestimating the impact that maintenance has (for most empires, it's actually lower for a well-developed planet), or have a deeply flawed understanding of basic game theory.
As to your other points:
1. The fact LEP doesn't do what it's supposed to do doesn't necessarily change the intent. The intent also doesn't mean it can actually do it, though. You want to change approval to a global stat in order to achieve it, which is downright convoluted even without the broken maths.
2. Merely because the effect of approval does the right thing does not mean that the mechanic of approval is perfectly suited. The mechanics of approval are set up to prevent individual planets getting too big, and so aren't remotely suited to it, which is why even those who support the effect think it's presently broken.
3. is basically irrelevant to the difference between maintenance and LEP, given it's only there to make up for LEP's failure.
4. I covered above.
and 4 number 2. Culture is entirely effected by economy when you actually need to devote increasing numbers of planets to cash. Every market center you have to build is a cultural center you now can't build. This directly impacts on passive cultural growth. If you have 15 planets, you're paying out 6 cash per colony (90 total) and can basically have 1 econ world. If you have 50 planets, you're paying out 13 gold per colony (650 total), and need nearly 7 times as many cash planets. Increasing the % of the empire which must be dedicated to cash directly reduces manufacturing, research, influence, hell, everything which you can use a building to produce. It is, once again, a matter of making the player pick between opportunities.
In short, most of the arguments you're putting forward are actually just a question of finding the right balance for the mechanic - unlikely LEP, which is a matter of the mechanic being unsuitable for the purpose it's being put to and therefore no amount of balance work will help, short of a complete redesign (which will, undoubtedly, ruin it's use for restricting 'tall' empires). A good feature for a mechanic for slowing growth is one where you will overcome it as the game progresses; the player gets a sense of achievement from overcoming each obstacle. A really bad feature for one is having to go back and re-assign land on all your existing planets to counter a stacking penalty; it adds lots of unfun micromanagement. Maintenance has the former, while approval has the latter.
Naselus has made a mod with a simple change to LEP from morale to money. He also had to change the way AI did things, so I guess it wasn't entirely all that simple.
I have tested it and it works. The AI expands a lot faster on Suicidal, and I expand a lot slower.
IF YOU DISAGREE WITH NASELUS, DO YOU HAVE A MOD THAT IMPLEMENTS YOUR IDEAS? HAS SOMEONE TESTED IT YET?
SO INSTEAD OF WASTING YOUR BREATH AND YOUR TIME ARGUING WITH US, GO AND MAKE YOUR OWN CHANGE/MOD AND LET'S SEE IF IT WORKS. YOU THINK YOU CAN MAKE MORALE LEP WORK? FINE. PROVE IT. LET THE BEST IDEA WIN.
DON'T BE LIKE THE REPUBLICAN PARTY. THEY CRITICIZE OTHERS THROUGH THEORY CRAFTING, BUT HAVE NOTHING CONSTRUCTIVE TO OFFER THEMSELVES.
I made a few tests modding morale curves.
I attempted keeping the LEP as it is now but modifying the morale curves reducing bonuses (restricting them to really high approval levels) and increasing maluses on an inmense Galaxy with abundant habs and 6 civs, and soaked until around turn 60, pausing every 5 or so turns to check all the colonies in god mode (I couldn't get beyond turn 80 I think with all the soak/start/stop cycles). I only used base civs and a custom I built (with no morale or LEP immunity traits)
I modded raw production and growth.
The curves had a strong malus below 40%, with a sharp cut-off below 10%. Bonuses were neutralized between 40 and 60% and only kicked in above 80% (not beyond the current maximum level)
What I found:
a ) Modifying the morale curves to increase the malus will not work unless you heavily penalize anything below 100% at higher dificulty levels :
At higher dificulty levels the AIs get a massive morale bonus that neutralizes almost all penalties. At that level, human players will get almost every time massive negative morale malus at which point building (probably rush buying) lots of morale buildings is required just to get some production. That makes almost all the planets not worthwhile (planets below class 12 are effectively not usable) and the AI still has "level" bonuses
b ) at regular difficulties (AIs without morale bonuses) the AIs just don't know what it is happening and any player building enough morale and researching the right techs will squash the AIs solely because the AIs will get colonies producing less tan 5 hammers/beakers once the morale malus kicks in.
c ) The changes on growth rate were really really massive. Some civs just stopped growing at some point (ok, growing at a really crawling pace). Around the time the AIs get to a 6-7 colony count most colonies had a nominal 2-3 pop with no growth whatsoever (and almost no production). I took over my civ and fixed the issues (it took some time but it was an easy, but boring, thing to do), the AIs just kept doing the same they would do normally very slowly (I ended the game around turn 70 with no clear indication the AI would do something to fix their morale problem)
Unfortunately all three cases make the game extremely boring: colonize, rush build 3 or 4 morale buildings (depending on bonus features) research morale techs (flat bonus specializations), upgrade the morale buildings 1 or 2 times (using rush buy) just to get to around 60% morale only to get just a slight bonus (or a reduced manageable malus)...not fun (and time consuming). Add the AI inability to counter the malus to actually do something useful...
It is also noteworthy that non-organics civs will not get the growth penalties (or at least I haven't figured it out how they work for them), but the prod penalty did affect them.
I tried a lot of curves (softening effects, adjusting maluses), but it seems the AI does not address the morale issue of having a malus (for instance Kona was producing just 0.6 hammers with a 25% morale [-60% production]) and the AI just tried to build more colonies, more factories and not a single AI did anything except the altarians (since they have their morale trait that neutralized the malus) and the ones that shall be not be named with their LEP negation trait.
In the end, I think 5 things need to happen:
a ) The moral malus should be harsh, adjusting the LEP factor perhaps. The AI needs to be modified to account for this
b ) The LEP should be size aware (hab planet count)
c ) Colony cost should be implemented, tourism should be affected
d ) Research should be affected by bad morale (I didn't find a morale/research curve to play with and the raw prod malus didn't affect much my research rate [that was another test I tried with 80 colonies with all colonies on 0% morale I was able to research my way out with adding 2 or 3 morale buildings])
e ) The patriotic trait needs to be changed (idea: multiply LEP by 0.25)
Sounds complicated. You could instead, you know, just change LEP to -0.2 MONEY/Planet and tell the AI to expand aggressively WITHOUT going bankrupt.
It's been kinda funny watching this debate evolve over the past couple of weeks and half a dozen threads, tbh.
Initially, we were in two camps - the 'LEP is broken' camp and the 'LEP is fine' camp. Those who played on larger maps mostly fell into the first group, those playing on smaller maps into the second. The broken group proposed things like changing how LEP was applied, or adding a map size check, and the fine group said these things were not required.
Over time, the 'LEP is fine' camp has more or less totally disappeared; everyone in it has now moved over to saying LEP is broken and needs adjustments of the kind the brokenites were originally asking for. But those who were in the 'LEP is broken' camp have now largely moved on to 'LEP cannot be fixed and should be outright replaced'. Many of us tried modding in the original proposed fixes and found them ineffective; the general proposals which remain for repairing it are now massive code changes requiring additional mechanics to be defined, drastic schema alterations, and wild conjectures on what 'might' work better. Increasingly, modders are either just flat-out removing LEP, or replacing it with other methods. Even those defending approval-based LEP are now largely only doing so because they want to keep the approval effect, rather than how the mechanic works, while more and more people are coming round to the idea that maintenance works better - even those who were originally in the 'LEP is fine' camp.
The community as a whole is, slowly but surely, becoming increasingly hostile to LEP. We've moved from debating whether it's broken at all to debating whether it's fixable at all. I wouldn't be much surprised if, three months down the line, we're all just debating what it should be completely replaced with, as the increasingly drastic attempts to keep the creaking wreckage of LEP going fail one after another.
Except that every market you build instead of an influence structure reduces your influence multiplier, every market you build instead of a factory and every point of production you channel into income instead of manufacturing reduces the effectiveness of an influence project. The more important money becomes, the more important economic starbases become, and every economic starbase you do have is one less influence starbase you could have, and takes up a space where an influence starbase could have its greatest impact.
Gee, it's almost like the money economy has an effect upon cultural influence.
Oh, and by the way, under current influence mechanics, total empire influence isn't what matters most. Local empire influence is, because it's local influence that determines whether or not a planet is under threat of being culture-flipped, and it's local influence that determines the color staining each tile. And as local influence depends far more on the local influence generation rate and the age of the local colonies than on the total empire influence generation rate, small empires are already approximately competitive with large empires in the influence game.
Research is already affected by poor approval; it's affected, however, in the same way that manufacturing and income are, but unlike manufacturing, research does not have a limit on how much of the empire output can go to a single project at any given time (in fact, the entire empire research output must go towards the same project at all times; good luck trying to do that with manufacturing, when only five planets are able to sponsor a single shipyard and there's a penalty on how much a planet will contribute when it's too far away). If I can manage to get an average research output of R per colony and I increase my empire's size by a factor of N, I increase my empire's rate of research by a factor of N. If I have an empire of M colonies and an empire of N colonies, I only need to maintain an average research output per colony of M*R/N in order for my empire of N colonies to progress in research at the same rate as my empire of M colonies.
Beyond that, approval is simply the wrong way to keep research rates similar across empire sizes. So you've increased the approval-based production penalty to -99% at 0% approval and set 100% approval to give no bonuses or penalties to production. Great. What if I happen to have an empire 200 times bigger than yours, rather than 100? What if my empire which is 100 times bigger than yours has an approval rate higher than 0%? And let's not forget that the approval modifier is additive with other production modifiers like, for example, the +10% you get from each economic starbase affecting your planet (of which you can have up to 12 in ideal conditions, probably less in normal gameplay), or the 10% you get from Interstellar Governance, or the 5% you get from each level on a Thalan Hive. The best the approval modifier to production can do is change where the point that a large empire of any approval rate becomes better than a small empire with 100% approval. It is a completely inappropriate tool for attempting to keep research rates constant across empire sizes, especially when you consider that there is no practical way to guarantee that an empire X times the size of another empire will have the approval rates needed to keep the research rates in line.
While I am fine with continued discussions about LEP using morale, to me maintenance does seem like a more elegant mechanic:
1) Maintenance is already a global bonus/penalty. Morale could be made such but would take more work and require gameplay changes. Maintenance is ready to go.
2) Increases the importance of economy buildings/bonuses. Common feedback is that money in the game is not important enough, and as such an entire section of the infrastructure tree (economy) is mostly ignored. This change automatically fixes that problem....at least at a balk level, further refinement may be necessary for balance.
3) It works. Maintenance ultimately puts a hard stop on expansion without infrastructure. At some point, you have to stop and build up economy or your empire will not function. With approval as is, you could have an empire at 0% approval that is still functional.
Now to me, maintenance only has a few issues:
1) Its more "common". Aka you see it in other 4x games more often, so its one less way the game differentiates itself.
2) Its less newbie friendly. A newbie player could put themselves in a permanent economic hole if they are not a little bit aware of building economy. With approval that is not possible.
3) Its more exponential. Economy can grow exponentially with later game building multipliers and higher population. This would theoretically need to be countered with an exponential penalty to expansion....and that can be tricky to balance (though not impossible by any stretch). This would be a great area to adjust by game difficulty if it at possible. Beginner difficultly, very little maintenance growth. Highest difficulties, a lot more.
So while maintenance has a few issues, I think overall its a superior model to approval.
I also wanted to comment on the TALL vs WIDE argument that is appearing in these threads as well.
To me there is a key difference between
TALL vs WIDE
SLOW-WIDE vs FAST-WIDE
The true TALL vs WIDE argument is that a tall gamestyle is equivalent or even superior to a wide one. This argument was the strongest in Civ 5, where a 4-5 city empire was actually superior to larger ones because of extra city penalties. This has changed back and forth with expansions and balance, so I am not sure where the game falls now.
Personally, I think there is only 1 true way that this can be accomplished.....through victory conditions. Trying to make a Tall and a Wide empire equivalent in the key stats (manu, research, economy) is an exercise in madness. The point of expansion is to "gain more stuff". That's true in real life, and makes sense in a game as well.
But victory conditions could be adjusted to be TALL favorable. Civ 4's Cultural Victory was an example of this. In Civ 4, if you got 3 cities to maximum culture you won the game. Didn't matter if you had 3 total cities or 100. So it allowed a small city playstyle to be competitive....not through the traditional means, but by a secondary win condition.
If that was going to be attempted in Gal Civ 3, I think the ascension victory is the perfect one to use. The amount of total ascension points needed could be adjusted based on empire size. The victory requires holding key points (aka ascension crystals), and doesn't require a huge amount of the key stats. And it makes a certain amount of real sense (a small empire ascending together sounds a little easier than a massive one).
Now what is often thought of as TALL vs WIDE is actually the SLOW-WIDE vs FAST-WIDE argument.
In this debate, wide is ultimately better. You want to expand, its just a question of pacing.
Civ 2 and Alpha Centauri are examples of Fast Wide. Expansion was early and often, you didn't want to be big, you wanted to be really big. There were very few limits on expansion.
MOO2 was a slow wide game, but did it in an interesting way. It didn't have limits to expansion per say. But expansion was painfully expensive (building a new colony ship was a massive investment in that game), and very dangerous (very easy for an enemy force to knock out your new colony if you didn't have equivalent military to defend it). It wasn't until the late game that a massive expansion/warfare effort was possible.
Over time, most 4x games have tried to adopt a version of Slow Wide. The old Infinite City Strategy of Civ2 is not seen as attractive to modern 4x, and most games try to curb it through various means.
I think this is the real debate occurring in Gal Civ 3 right now. Gal Civ 3 encourages Fast Wide, the early game is about expanding as fast as you can until you can expand no more. I personally feel expansion limiters need to be stronger in Gal Civ 3...but I don't want Tall empires to be equivalent to Wide. I ultimately want the biggest empires to have the advantage, I just want it to take longer to get there.
To an extent, I agree; we're never really looking to make, say, a 5-planet empire equal in power to a 500-planet empire, and I wouldn't want to. If you're a third-rate power, then you should be third-rate.
But I think there is an point where you can say that a 'tall' 25-planet empire can be made competitive with a 50-planet Wide empire. This was something Civ 4 did very well. ICS was basically eliminated by the maintenance mechanics, because wider empires ended up paying much higher maintenance per active build queue; this in turn forced them to turn a larger % of their empire to wealth production just to get the same outcome they had before adding the new city. The size a new city had to reach to break-even increased over time (where as, under the current LEP mechanics of GC3, the smaller the new colony is, the more likely it is to pay for itself - as you add buildings and population, approval goes down and maintenance cost increases).
This is largely achieved through diminishing returns. At present, there is no effective diminishing return on planets. Every new planet is worth 1 planet. Approval attempts to introduce one, but the diminishing return will eventually cap-out and thereby ceases to work - when you have 0% approval and can no longer move from that point, there is no longer any reason to stop colonizing. The mechanic effectively obsoletes itself, but does not obsolete expansion.
Maintenance is an effective a diminishing return - while you still eventually cap out, the cap works the other way. You eventually reach a point where no new planet is worth colonizing, because even if it's entirely dedicated to wealth it won't pay for itself. The mechanic obsoletes expansion rather than obsoleting itself, and the point where expansion is obsolete increases over time.
Basically, I want to know that an empire can be roughly as effective as another empire which has twice as many planets. If they have more than twice as many as you, yes, you should be weaker. But presently, you may as well end any MP game the moment the last empty planet is colonized, because the largest empire has reached an insurmountable superiority. He has no serious disadvantage compared to an opponent half his size, and hundreds of advantages. Maintenance not only provides this key levelling device, it also introduces the slowdown effect on expansion, too.
As to Stalker's 3 points:
1) There's a good reason why maintenance is commonly used - it works.
2) If it's correctly balanced against growth, then any such pitfalls can be largely countered through natural population expansion - I've seen quite a few 'AI recessions' in my test games, where one AI or another will over-expand early on and throw itself into enormous debt. It's economy will then automatically go 100%-econ until it has a positive balance again; they will, eventually, grow themselves out of recessions. If they're forced to sit tight for 20-30 turns, then so be it.
and 3) It turns out, 0.2/colony/colony is actually pretty well balanced anyway; as to the fact you could add this into the difficulty settings, well, that's almost a feature
When you get so much money that building never ending ships number make the game feel like a RTS and not a 4x..At the moment is it just about how fast you build ships rather than how many you can afford.Economy is not balanced.
Change LEP to -0.2 Money/Planet and it should solve your concern for the very very large maps.
.The pop:prod curve needs to be logarithmic to greatly diminish returns at ridiculously high pop. The current 2*x^0.7 formula just doesnt flatten off well enough IMO. The current v1.1 "straight line" of 1 pop = 1 prod, I think is simply ludicrous.
I figured out a way to do this.
You'd need to convert one of the existing Strategic Resources into a 'food' SR. Then you make farm buildings produce this instead of adding population. Then you add another building (housing) which consumes the food resource and adds population cap to the planet it's built on.
If we can figure out how to ADD a resource, rather than replacing one of the existing ones, then you wouldn't even need to sacrifice the other resource.
I am going to chime in here. Personally I think all of you are are doing a great job with the debate. I think Naselus is on the right track. However, try to keep in mind there are 100's of Playstyles and it is hard to balance them all. We wil always have game issues and (Tagetes) will undoubtedly find them and shout for nerfs...but...
If there was a way to keep a smooth curve on both economy and morale limiting growth/research/happiness but giving the player and ai the means to deal with it I am all for it. Can we not use both Global morale and maintenance to slow expansion and also again in late game to make you really think twice about grabbing each and every planet.
Also, I would like to know if a Domination game will be crippled or impossible via the use of maintenance, UNLESS we give the player a perk to maintenance similar to the 'Eager' perk in Malevolent for Morale.
I'd like to hear what Paul and Brad have to say on some of the work so far. As I said earlier the debate came around. We had this wall back in GCII and you could see your empire tanking and knew almost exactly when you would no longer be able to expand and do research.
Well said. I'd as well be most interested to hear the dev's plans, I have confidence that they have understood the problem for quite a while, but they are following their original schedule of correcting bugs and providing mission critical new features in 1.1. Perhaps we will see something done by 1.2 or 1.3. But hearing the details of their plan prior to 1.2 will be most re-assuring to the community.
That's what she said.
Do you prefer wide or tall? Would you like it slow or fast?
Not really, no. As I've said, morale doesn't really work globally. It's great for limiting local things, but very poor at limiting global things; all thee tests have shown that it would need radical re-working into a global stat (and so would stop limiting local growth properly) if it remains an expansion-limiter. Plus, why bother when stacking maintenance already does the job better?
Nope, doesn't cause a problem. Remember, late-game maintenance costs are actually LOWER with stacking maintenance, because you no longer pay for buildings. You need to hit several hundred worlds before the costs equalize with vanilla - by which time, you can comfortably afford them by building up cash planets. Maintenance only becomes problematic in this way when you reach a point where no planet can feasibly pay for itself; this would require you to have several thousand planets.
I suspect that the economy is currently meaningless because the Devs are having issues making the AI understand it, and it needs to be able to play with global sliders without bankrupting itself.. Once the AI can actually play the game properly, we're likely to see extremely large increases in maintenance and nerfs in cash output.
I figured out a way to do this. You'd need to convert one of the existing Strategic Resources into a 'food' SR. Then you make farm buildings produce this instead of adding population. Then you add another building (housing) which consumes the food resource and adds population cap to the planet it's built on. If we can figure out how to ADD a resource, rather than replacing one of the existing ones, then you wouldn't even need to sacrifice the other resource.
I'd tried to do that before, but didn't want to sacrifice a resource so I tried to implement it another way (production/consumption of trade licenses). It makes sense because you can either sell the food internationally or move it domestically. If as an empire you've got additional trading licenses, you can import food in this fashion as well by building the import center.
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