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Chéris

First Lieutenant
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Mar 22, 2011
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I haven't been around much on the forums, so apologies if this has been discussed already. I'm curious as to what the reasoning is for having a simplified resource base for expenditures, as opposed to a more V2-like system, with money (or a similar representation of value like, i suppose, energy credits?) on the top and then a global market where everyone exports their produced surplus, and you have to import what you need in order to build and supply your people. This could form a nice basis for trade deals and strategic incentives for taking certain planets.

- Example 1: Traxian crystals are a key component of warp drives, so empires relying on warp might want that planet rich in Traxian crystals for their fleet. Other empires might want to own it to prevent the warp-based empire from efficiently maintaining their massive fleet. And if it's already owned? Well, you might want to secure a trade agreement with the nation owning the Traxian crystals so you can get access to them before others, so you can build your ships. Maybe exchange for credits or
- Example 2: Your empire, consisting of the Kamenari people, has recently integrated, or enslaved, or annexed the Jaluz people into its fold - however, the standard Kamenari food base, FoodType1, is toxic to the Jaluz, so you need to secure a different food resource, FoodType2 (apologies for lack of creativity), or your Jaluz pops will suffer whatever the effects are from having little food available, while your Kamenari citizens may have enough food (of course, providing food to a subordinate race is a... lesser concern). Again, trade or conquest of relevant planets, can be a way to get what you need.
- Example 3: You produce a lot of Actinoid Metals, and you are approached by a militaristic nation that would like to, hmm, relieve you of their burden, as they need Actinoids for their weapon systems. Of course, they are not a big threat to your glorious empire, so they cannot intimidate you into this, but you figure, hey, why not try for a deal? Of course, you have it from certain not-to-be-named sources that their nation produces a lot of excess Noble Gases you could use in some of your more hi-tech industries, so you propose a trade of one for the other.

As you can see I also introduced the concept of different food types that different species might enjoy. Not one per species, of course, but if every species belongs to one of X food types (might even be procedurally generated) you would have to make that consideration.

Of course, beyond just trade or conquest, you could build industries on planet tiles to produce certain manufactured goods from raw materials, or plant certain crops meant for certain people. Raw materials can be represent a group of elements or goods (like certain groups of elements that have similar properties/applications) to avoid clutter - like Actinides or Noble Gases (no idea if those specifically are sensible but, eh, you know, for example's sake) but also single, more special stuff you'd need in your production lines, like the aforementioned Traxian crystals for warp drives, and so on.
Of course unlike V2, pops (as I understand it) aren't heavily modeled so you would not have the same amount of needing to present your pops with specific goods to keep them alive and happy, but maybe producing enough Electronics means you get a small bonus to happiness?

So what's the difference from this to the system as described in the dev diaries, with food, minerals and energy credits, and rare resources that give you certain boosts to certain things? Well, for one, there's a diversification that means not every empire just produces generic minerals all over the place, which can feel plain, they only produce specific types of it, which gives more variety and strategic options - or even strategic needs. You want to build those battleships? You either have to suck it up to some nation that produces the stuff you need (or conquer something), go colonize an uninhabited planet with those materials, or exploit a protectorate. Or just buy in small chunks off what's provided to the interstellar market. Rare resources may already fill this gap a little - but they are (as far as I can see) about %bonuses, not stuff you actually need to construct and maintain stuff, which is what minerals and energy creds are.

Another example; while others squabble for the types of matter needed to build weapons, a small nation may instead choose to secure exclusive import agreements of goods needed to fuel certain consumer/luxury industries whose produce is in demand - this they can then export at a profit. Their status would also make them a less desirable target to attack; even if you conquer their industries you may not be able to produce as much since you don't sit on the same import agreements to secure the raw goods needed to produce stuff (and you may never get those agreements, since your conquest just drove the Klixxar Federation president's favorite holoscreen company into ruin). Also of course such a nation might have laws and tech and a population with a work ethic that allows above-average industrial production, at perhaps the cost of things such as military. And maybe if it dislikes a nation it can sanction it and stop its goods from being exported in that nation's general direction (in return for a CB or something...)

As a note, most planets would probably produce a little of most raw goods (since it's an entire planet afterall), which in itself is no different than every planet just producing, well, minerals - the difference lies in the fact that some planets would produce more or less of certain resources needed for certain things, giving differing goods-related strategic values (beyond just "more or less matter" or "was I lucky enough that a rare resource spawned here?"), and depending on industries they could churn out certain manufactured goods like electronics or ship parts (a planet with copper or gold would of course be better at producing electronics since the raw goods are close by).

As a final note, I don't necessarily think the current way of doing it (as presented so far anyway) is bad, I rather like it, but I wonder why a more elaborate economy like V2, wasn't chosen - and also, what you think of my personal suggestions to it all?
 
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The biggest argument against a V2 economy is that they could never balance it right. Tiny POPs had basically no demands (like a size 4 Capitalist POP), so they had basically infinite money. Further, after the world started industrializing, the UK would swamp everyone with cheap finished goods and subsidize its factories so nobody could industrialize properly after 1880.
Don't get me wrong. I thought V2 had a lot of promise. It's just very, very complicated and hard to get right. I'd rather get a simpler game sooner than have them delay the game a year trying to balance the economy.
 
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I think the only arguments I can think of against your proposal is in 1) the difficulty of implementing a V2 style economy, 2) the scope of what it would need to be for an alien environment, and 3) the difficulty for newer players to grasp it, and even these arguments can be properly counter-argued.

For 1) I think Paradox is the type of company who could be up for the challenge of implementing a V2 style economy. I know it is MOST LIKELY that a Victoria III would be in the making after Hearts of Iron IV, so this could be good practice. The Victoria II economy was actually pretty good even with its flaws, so Paradox could learn where the Victoria II economy failed, and adjust it to the alien environment.

For 2) I think, considering how deep this game is already, it can be justified for Paradox to pull some liberties in terms of generalizing resource types. Your food-types are a good example, maybe having six to nine variations (Herbivorous, Carnivorous, and Omnivorous food-mixes A,B, and C). Vessel equipment, weapons, colony supplies, could all be slightly specific but overall still pretty broad. It would require more time and brainstorming to get the best mix of what resources should be in-game.

For 3) the player could simply learn the mechanics. However, I do believe the game should be INVITING at first glance. The system should be easy to grasp after maybe one playthrough. There needs to be a VERY GOOD tutorial (and that is not one of Paradox' strong-suits, tutorials). Basically, if it cannot be made to be as complex as it should be but easy enough for a bright young-teen to understand, it probably should not be in the game to add to the cluster that is also everything else.

However, I do see the use of this economy as being very key for varied gameplay. Flat resources really do promote miltiaristic and expansionist gameplay. However, a galactic economy would arguably be a huge buff for pacifist races, since they could just explore and make monopolies on rare resources. It would also provide reasons to uplift primitive races, so that you could expand your market. It would also make wars with few territorial gains more worthwhile, and create "hot zones" for conflict. I will have to admit, the casus bellies in Victoria II made wars much more satisfying even if I gained few to no provinces since I could affect them economically. With a galactic economy, a huge militaristic race could war a well-armed pacifist race in an epic conflict, resulting in only a small territorial change of maybe one planet but larger or drastic economical and political changes.

TL;DR I think a galactic economy and market would be good to promote non-militaristic gameplay, because conquest makes up such a small part of what "Imperialism" is, because imperialism is going to be a big deal when regarding multiple species.
 
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V2 style economy is not going to happen and nor do I think anyone excpects it too. It's just not in the games focus and would require more detailed pops.
 
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V2 style economy is not going to happen and nor do I think anyone excpects it too. It's just not in the games focus and would require more detailed pops.
This late in development, yeah, probably safe to say so.
 
The biggest argument against a V2 economy is that they could never balance it right. Tiny POPs had basically no demands (like a size 4 Capitalist POP), so they had basically infinite money. Further, after the world started industrializing, the UK would swamp everyone with cheap finished goods and subsidize its factories so nobody could industrialize properly after 1880.
Don't get me wrong. I thought V2 had a lot of promise. It's just very, very complicated and hard to get right. I'd rather get a simpler game sooner than have them delay the game a year trying to balance the economy.
Very true. I assume Paradox have since then learnt - also the fact that specific pops won't demand specific goods based on their specific size (since pops seem to be modeled much more simply) means you throw out a lot of the arising complexities in favour of a more "overall" feel where producing X consumer good (like, say, { Home } Electronics) is more a matter of producing enough compared to your overall pop or you don't get as nice benefits (goods would be either distributed to each pop and the ones that don't get are hurt, or it's an empire-wide but not as strong effect). Since pops aren't (as far as I can see), modeled by the size but rather each pop is itself a single unit, that whole jazz becomes much simpler. You don't have to model pop savings either, they either get it or they don't if you don't have enough, and so on. Similarly producing industrial goods (weapons systems, plastics) is a matter of - do you have enough to actually build these things? If not, look to the global market (or get yourself an import deal). If every planet produces a small baseline of, if not all, then most raw resources, you also escape the problem of not having raw materials at all - you just won't always have enough.

I think the only arguments I can think of against your proposal is in 1) the difficulty of implementing a V2 style economy, 2) the scope of what it would need to be for an alien environment, and 3) the difficulty for newer players to grasp it, and even these arguments can be properly counter-argued.

For 1) I think Paradox is the type of company who could be up for the challenge of implementing a V2 style economy. I know it is MOST LIKELY that a Victoria III would be in the making after Hearts of Iron IV, so this could be good practice. The Victoria II economy was actually pretty good even with its flaws, so Paradox could learn where the Victoria II economy failed, and adjust it to the alien environment.

For 2) I think, considering how deep this game is already, it can be justified for Paradox to pull some liberties in terms of generalizing resource types. Your food-types are a good example, maybe having six to nine variations (Herbivorous, Carnivorous, and Omnivorous food-mixes A,B, and C). Vessel equipment, weapons, colony supplies, could all be slightly specific but overall still pretty broad. It would require more time and brainstorming to get the best mix of what resources should be in-game.

For 3) the player could simply learn the mechanics. However, I do believe the game should be INVITING at first glance. The system should be easy to grasp after maybe one playthrough. There needs to be a VERY GOOD tutorial (and that is not one of Paradox' strong-suits, tutorials). Basically, if it cannot be made to be as complex as it should be but easy enough for a bright young-teen to understand, it probably should not be in the game to add to the cluster that is also everything else.

However, I do see the use of this economy as being very key for varied gameplay. Flat resources really do promote miltiaristic and expansionist gameplay. However, a galactic economy would arguably be a huge buff for pacifist races, since they could just explore and make monopolies on rare resources. It would also provide reasons to uplift primitive races, so that you could expand your market. It would also make wars with few territorial gains more worthwhile, and create "hot zones" for conflict. I will have to admit, the casus bellies in Victoria II made wars much more satisfying even if I gained few to no provinces since I could affect them economically. With a galactic economy, a huge militaristic race could war a well-armed pacifist race in an epic conflict, resulting in only a small territorial change of maybe one planet but larger or drastic economical and political changes.

TL;DR I think a galactic economy and market would be good to promote non-militaristic gameplay, because conquest makes up such a small part of what "Imperialism" is, because imperialism is going to be a big deal when regarding multiple species.

The existing concept of rare resources does fill the niche of strategic expansion resource-wise, I just fear it will end up being unfulfilling or shallow if there's only %bonuses to be gained from controlling so and so much. there's limited information out anyway so I will have to wait before I make up my mind on that topic.

As for learning curves, the thing I always liked about the economy in V2 was that while it did have depth and strategy to it (despite many of its hiccups and flaws), there was no need to really understand it for a new player, you could just build a factory or two and get your industries going; of course without being aware of what's available you'd often run into problems but it didn't block you out from participating in building industries etc.

Specific goods don't have to be incredibly, well, specific, but just "minerals" feels a bit empty alongside energy credits and food. A selection of grouped raw materials (with maybe some specific Rare materials) and a selection of processed goods you could make from these materials could be good enough. Like you say, concrete examples requires some work and it isn't as much the point here as the concept.
 
V2 style economy is not going to happen and nor do I think anyone excpects it too. It's just not in the games focus and would require more detailed pops.
This late in development, yeah, probably safe to say so.
I assumed as much, I do however like to talk about whatifs, and as the title implies, I'm mostly interested in an answer to "why isn't it the case?" I.e. what are the design decisions etc. that lead to this and that system.
 
The biggest argument against a Victoria-styled economy is Victoria 2 by 1930. Victoria is an extremely hard economic balancing act, and that only covers a hundred years. I do feel like the existing resource system could be more...modern (if that's the right word). For example, as far as I can see, food isn't a global resource which brings us back to the weird Civilization IV days of the largest cities probably being in the Midwest because your East Coast cities don't have the food production.

I would actually also enjoy it if this game had taken cues from Pandora: First Contact. In that game, food was stored globally and minerals were an input to production. In Stellaris terms, that would mean food to feed workers, minerals to fuel the factories, and energy to maintain the factories. Maintaining a planet dedicated entirely to industry would, therefore, require a substantial empire capable of shipping in the necessary food, minerals, and energy.

Which, if that sounds familiar, is Victoria in a nutshell.
 
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Orion II had food as a transported resource. Some planets had food surpluses and a good part of empire management was to make sure the food surpluses could be transported to the industrial planets (which you mostly didn't want to have much food production).
 
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Later Civ 5 expansions allowed you to set up industry or food trade routes to planets, to help boost growth or boost your largest cities. It was an interesting mechanic, but it fell kind of flat.
 
Later Civ 5 expansions allowed you to set up industry or food trade routes to planets, to help boost growth or boost your largest cities. It was an interesting mechanic, but it fell kind of flat.
I always hated how this didn't happen by default, especially later in the game*. The Civ model of each city being a hub for local farms works quite well for low-tech nations, but once canned goods and container ships, railways etc appear you should start seeing a very different city/food production model appear.

*IRL the UK would run out of food within a week if cut off from overseas trade, and London certainly doesn't have enough farmland around itself to feed itself - whilst Exeter (county capital of Devon) ought in Civ terms to be a megalopolis, what with being surrounded by farms, farms and more farms :p .
 
It was not even based around the amount of food in the cities.

I always hated how this didn't happen by default, especially later in the game*. The Civ model of each city being a hub for local farms works quite well for low-tech nations, but once canned goods and container ships, railways etc appear you should start seeing a very different city/food production model appear.

*IRL the UK would run out of food within a week if cut off from overseas trade, and London certainly doesn't have enough farmland around itself to feed itself - whilst Exeter (county capital of Devon) ought in Civ terms to be a megalopolis, what with being surrounded by farms, farms and more farms :p .

Both very good reasons while the system fell flat. I couldn't recall if what @zukodark said was true, so I avoided it, but that certainly was an issue. It wasn't that you were actually moving surplus around; trade routes just magically generated money, hammers, or food out of thin air.

@Teleros: I believe the only country in the EU that currently has enough farm land active to support itself, should all international relationships collapse, is France. Vaguely terrifying.
 
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No no, as far as i like elaborated economies in games v2 one is just not the right one, and not in numeric way, you can have as many type of goods as you can, you can even have supply-demand inbalances patching in years, but that system was just not rewarding enough, and its variativity and depth was not something players enjoyed as they supposedly should, what it was is a periodic and annoying obstacle to deal with. In matter of mechanics it was too sensetive i guess, to jumpy, very hard to predict and control, and that players do not like. One minute you have successfull economy that you'v build in few hours of gameplay, and then suddenly boom! broke! great war! crisis! or some enormous chinees tech boost crushing world markets or whatever... then you finally got this very important tech, or sphering some multimillion population minor nonsence, and again you'r suddenly all fine and prosperous
 
No no, as far as i like elaborated economies in games v2 one is just not the right one, and not in numeric way, you can have as many type of goods as you can, you can even have supply-demand inbalances patching in years, but that system was just not rewarding enough, and its variativity and depth was not something players enjoyed as they supposedly should, what it was is a periodic and annoying obstacle to deal with. In matter of mechanics it was too sensetive i guess, to jumpy, very hard to predict and control, and that players do not like. One minute you have successfull economy that you'v build in few hours of gameplay, and then suddenly boom! broke! great war! crisis! or some enormous chinees tech boost crushing world markets or whatever... then you finally got this very important tech, or sphering some multimillion population minor nonsence, and again you'r suddenly all fine and prosperous

That does sound a lot like in real life.
 
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I haven't been around much on the forums, so apologies if this has been discussed already. I'm curious as to what the reasoning is for having a simplified resource base for expenditures, as opposed to a more V2-like system, with money (or a similar representation of value like, i suppose, energy credits?) on the top and then a global market where everyone exports their produced surplus, and you have to import what you need in order to build and supply your people. This could form a nice basis for trade deals and strategic incentives for taking certain planets.

- Example 1: Traxian crystals are a key component of warp drives, so empires relying on warp might want that planet rich in Traxian crystals for their fleet. Other empires might want to own it to prevent the warp-based empire from efficiently maintaining their massive fleet. And if it's already owned? Well, you might want to secure a trade agreement with the nation owning the Traxian crystals so you can get access to them before others, so you can build your ships. Maybe exchange for credits or
- Example 2: Your empire, consisting of the Kamenari people, has recently integrated, or enslaved, or annexed the Jaluz people into its fold - however, the standard Kamenari food base, FoodType1, is toxic to the Jaluz, so you need to secure a different food resource, FoodType2 (apologies for lack of creativity), or your Jaluz pops will suffer whatever the effects are from having little food available, while your Kamenari citizens may have enough food (of course, providing food to a subordinate race is a... lesser concern). Again, trade or conquest of relevant planets, can be a way to get what you need.
- Example 3: You produce a lot of Actinoid Metals, and you are approached by a militaristic nation that would like to, hmm, relieve you of their burden, as they need Actinoids for their weapon systems. Of course, they are not a big threat to your glorious empire, so they cannot intimidate you into this, but you figure, hey, why not try for a deal? Of course, you have it from certain not-to-be-named sources that their nation produces a lot of excess Noble Gases you could use in some of your more hi-tech industries, so you propose a trade of one for the other.

As you can see I also introduced the concept of different food types that different species might enjoy. Not one per species, of course, but if every species belongs to one of X food types (might even be procedurally generated) you would have to make that consideration.

Of course, beyond just trade or conquest, you could build industries on planet tiles to produce certain manufactured goods from raw materials, or plant certain crops meant for certain people. Raw materials can be represent a group of elements or goods (like certain groups of elements that have similar properties/applications) to avoid clutter - like Actinides or Noble Gases (no idea if those specifically are sensible but, eh, you know, for example's sake) but also single, more special stuff you'd need in your production lines, like the aforementioned Traxian crystals for warp drives, and so on.
Of course unlike V2, pops (as I understand it) aren't heavily modeled so you would not have the same amount of needing to present your pops with specific goods to keep them alive and happy, but maybe producing enough Electronics means you get a small bonus to happiness?

So what's the difference from this to the system as described in the dev diaries, with food, minerals and energy credits, and rare resources that give you certain boosts to certain things? Well, for one, there's a diversification that means not every empire just produces generic minerals all over the place, which can feel plain, they only produce specific types of it, which gives more variety and strategic options - or even strategic needs. You want to build those battleships? You either have to suck it up to some nation that produces the stuff you need (or conquer something), go colonize an uninhabited planet with those materials, or exploit a protectorate. Or just buy in small chunks off what's provided to the interstellar market. Rare resources may already fill this gap a little - but they are (as far as I can see) about %bonuses, not stuff you actually need to construct and maintain stuff, which is what minerals and energy creds are.

Another example; while others squabble for the types of matter needed to build weapons, a small nation may instead choose to secure exclusive import agreements of goods needed to fuel certain consumer/luxury industries whose produce is in demand - this they can then export at a profit. Their status would also make them a less desirable target to attack; even if you conquer their industries you may not be able to produce as much since you don't sit on the same import agreements to secure the raw goods needed to produce stuff (and you may never get those agreements, since your conquest just drove the Klixxar Federation president's favorite holoscreen company into ruin). Also of course such a nation might have laws and tech and a population with a work ethic that allows above-average industrial production, at perhaps the cost of things such as military. And maybe if it dislikes a nation it can sanction it and stop its goods from being exported in that nation's general direction (in return for a CB or something...)

As a note, most planets would probably produce a little of most raw goods (since it's an entire planet afterall), which in itself is no different than every planet just producing, well, minerals - the difference lies in the fact that some planets would produce more or less of certain resources needed for certain things, giving differing goods-related strategic values (beyond just "more or less matter" or "was I lucky enough that a rare resource spawned here?"), and depending on industries they could churn out certain manufactured goods like electronics or ship parts (a planet with copper or gold would of course be better at producing electronics since the raw goods are close by).

As a final note, I don't necessarily think the current way of doing it (as presented so far anyway) is bad, I rather like it, but I wonder why a more elaborate economy like V2, wasn't chosen - and also, what you think of my personal suggestions to it all?

I surmise that the reason the economics is more macro with 4x elements like rare resources or strategic resources (Endless Space), is the atmosphere or feel of the gameplay intended. For V2, people could get the experience of the Victorian era class and economic structure, a historical simulation for gameplay and atmosphere. In Stellaris, you will have to bridge the gap from Bronze age to Space Age to post technology, post singularity eras.

It's wider, thus most of the gameplay should be about the transition from each age, not the transitions within an age.

My experience with the CK2 economy was that it accurately portrayed why nobles were always greedy after cash and couldn't pay for their wars.