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NotAYakk

Colonel
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Feb 26, 2021
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Exotic Resources aren't working great. I find it isn't a big problem to find enough of them, at which point I can ignore it. Rarely I run into a problem where a new technology causes an exotic material shortage; but I can't think of the last time I did anything like going to war over exotic materials.

I propose we get rid of the exotic material stockpile. To be clear, I'm talking about crystals, dark matter, and similar; this may not apply to astral threads and minor artifacts.

Each Exotic Material gets a Exotic Supply Factor. This is a value between 0 and 1 and indicates how well your empire is supplied with that material, compared to needs. 0 means you literally have none; 1 is impossible to reach (but you can get close).

Buildings and Weapons no longer require exotic materials to be built. Instead, each has an Exotic Supply Requirement (of the specific material).

Add up the Exotic Supply Requirements of your ships and buildings and starbases. Then add up how much of the Exotic you produce.

Set Exotic Supply Factor = [ Production / (Requirements + Production) ]^2

If Production = 1/10 requirements, this is 0.008
If Production = 1/4 requirements, this is 0.04
If Production = 1/2 Requirements, this is 0.11
If Production = Requirements, this is 0.25.
If Production = 2x Requirements, this is 0.44
If Production = 4x Requirements, this is 0.64
If Production = 10x Requirements, this is 0.83
If Production = 100x Requirements, this is 0.98

A Beam weapon that (say) uses Crystals would get +Crystal Supply Factor * 30% damage. A research building that uses Gases would get +Gas Supply Factor * 30% researcher productivity boost.

Your "Supply Factor" for each exotic resource is calculated each month, and applies to all of your ships and buildings that month.

Now empires will want to claim more of the exotic resources to boost their economy and ship capabilities. You can even have uneven distributions of the resources; have some areas with 10x the exotic resources to be fought over. You can have some weapons and technologies that have large exotic resource costs, only of use if you are flush.

My goal here is to make exotic resources feel more like oil and other real-world resources people fight over; security a stream of the resource is the key part, not a stockpile.

In the current game, exotic resources are only interesting when consumption and production are close to at par with each other. If consumption far outpaces production, the exotic resource becomes "don't bother using it"; if production outpaces consumption it becomes "don't think about it".

With this system, a large range of production : consumption ratios are interesting. If you have none of the resource, getting any is really useful - but even if you have 10x the amount you are consuming, getting 100x instead could be a significant boost to your economy and military might!

It also moves the strange and gamey "exotic resource ship boosts" into core gameplay. When you get a technology to allow exotic gasses to power your thrusters, it just means you have more demand on exotic gasses from those ships, and same for shields.
 
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No penalty (other than not receiving the bonus) for production != requirements? I'd tweak that, either increasing debuffs or eventually halting production of new items at a certain production/requirement ratio. Otherwise, this does seem more elegant and requires less micro than those random edicts that give you buffs for exotics.
 
No penalty (other than not receiving the bonus) for production != requirements? I'd tweak that, either increasing debuffs or eventually halting production of new items at a certain production/requirement ratio. Otherwise, this does seem more elegant and requires less micro than those random edicts that give you buffs for exotics.
No; instead, I'm saying that if production << requirements, the bonuses from those exotics rapidly falls to zero.

Drives that use exotic gasses ... stop going faster than the alternatives.
Research labs that use exotic gasses ... stop giving research bonuses.
Shields powered by exotic gasses ... become no better than shields without exotic gasses.

Your supply of exotic gasses literally fuels the advanced technology benefits you gain; without the gasses, all of that tech is dead-weight waste. And the bigger and more advanced your empire, the more gasses you'll want.

A side effect of this is that areas of the galaxy with low exotic gasses still get some benefit from the tech. Areas with large supplies gain a much larger benefit. But in no cases are you "deadlocked" behind not having the materials.

This means that the game doesn't have to hold your hand and ensure you can still get exotic gasses even if the resources can't be found, which it does right now.

You can seed the galaxy with 3 systems that provide 30% and 20% and 10% of the entire galaxy's exotic gasses, for example. Control over those systems will be key, making your ships noticibly better than other people's ships (faster, thicker shields) if you manage to pull off a monopoly. Then do the same for crytsals, motes and even zro, dark matter, nanites and liquid metal.

"Limping along" with synthesized materials and no "rockstar" systems still works... but those systems become strategically important.

...

As it stands, I don't think I'd ever really consider going to war over an exotic resource system. I mean, if I was already going to war, I would grab it, but that is about it. And that makes me sad.
 
With the new system, you wouldn't actually be caring much about measly 5 exotic gases anymore, you would want to produce that ON SCALE. That means an ecumenopolis with refineries. So, those systems are still not very useful late game.
 
It also moves the strange and gamey "exotic resource ship boosts" into core gameplay. When you get a technology to allow exotic gasses to power your thrusters, it just means you have more demand on exotic gasses from those ships, and same for shields.

The opposite would be better -- let me choose between (shield boost) or (speed boost) or (reduced shield and reduced speed boost).
 
To make exotic deposits interesting and worthwhile you need to Nerf Refineries so they don't give relatively unlimited supply, or don't show up until later or require certain build choices.
 
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They could just make them really expensive in mineral cost. Also for the edicts they could add one year wind up period until then no bonus, so you don't just switch it on/off for each battle.
 
They could just make them really expensive in mineral cost. Also for the edicts they could add one year wind up period until then no bonus, so you don't just switch it on/off for each battle.
Minerals aren't the strong limiting factor, i think its already 10 minerals per exotic anyway.
 
My point is that the game gatekeeps advancement currently behind such resources; so they "have" to become easy to get, which makes them only a short-term problem in the game (if at that). And not something you go to war over.

If exotics scale such techs instead, you don't have to have huge control and accessibility for them. You can still build T3 weapons and the like; they just don't generate nearly the benefit without the exotics.

The phase out of the exotics with new exotics can occur.

Currently, it is 10/13/17/22/29 DPS for T1 through 5 weapons (assuming T1 is 10).

I'd suggest:
T1: 10 DPS
T2: 13 DPS
T3: 14 DPS with up to +25% DPS from exotics. (1x exotic demand)
T4: 17 DPS with up to +35% DPS from exotics. (1.5x exotic demand)
T5: 20 DPS with up to +50% DPS from exotics. (2x exotic demand)

Shields and Armor and Engines would work the same. Which means by T5, having plentiful exotics can double your fleet power, have a fleet that moves faster, etc.

This doesn't work great with the "fixed cost" stuff like Hyperrelays, but they could be reworked to have an exotic upkeep instead (and ideally scale with exotic supply; for hyperrelays, the time it takes to jump could scale with crystal supply).

Events that grant exotics can instead grant exotic supply over a period of time (instead of 200 crystals flat, you might get +5 crystals/month for 4 years).

You can even have exotics) grant small benefits prior to T3.

T1: 10 DPS (+2% from exotics, 0.1x exotic demand)
T2: 13 DPS (+5% from exotics, 0.2x exotic demand)
T3: 14 DPS with up to +25% DPS from exotics. (1x exotic demand)
T4: 17 DPS with up to +35% DPS from exotics. (1.5x exotic demand)
T5: 20 DPS with up to +50% DPS from exotics. (2x exotic demand)

giving a small start-game advantage to having exotic supply (like the lithoid traits).

The key here is that having no exotics just means no boost. Having exotics matching demand gives you maybe 50% of the boost. And as your supply goes to infinity, you approach 100% of the boost; an equation like:

Boost = Max * (Supply)/(Demand+Supply)

This gives diminishing returns to having more exotics (as you far exceed supply), but never zero. Tuning Demand and Max and Supply has a lot of freedom.

Calculus of this equation if anyone cares:
dBoost/dSupply when Demand >>> Supply is ~Max/Demand
dBoost/dSupply when Supply ~ Demand is ~ 1/2 Max/Demand
dBoost/dSupply when Supply >>> Demand approaches 0

Supply/Demand of 0 means 0 * Max boost
Supply/Demand of 0.1 means ~0.1 * Max boost
Supply/Demand of 1 means 0.5 * Max boost
Supply/Demand of 2 means ~0.67 * Max boost
Supply/Demand of 5 means 0.8 * Max boost
Supply/Demand of 10 means ~0.9 * Max boost
Supply/Demand of 100 means ~0.99 * Max boost

So an empire with 10x the exotic supply (of say crystals) can get a +5% DPS boost on energy weapons by getting growing its crystal supply another 10 fold; here, you are seeing diminishing marginal returns.
 
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My point is that the game gatekeeps advancement currently behind such resources; so they "have" to become easy to get, which makes them only a short-term problem in the game (if at that). And not something you go to war over.

Agreed, it's the current tech design that puts a barrier in front of higher-level default weapons (and buildings etc.) which demands that these "exotic gasses" be mundane and those "rare crystals" be common.

It would be easy to change the barrier, or to just remove it so you can go to T5 lasers without any special resources.

Then maybe put the side-grade weapons behind a special resource barrier (plasma, disruptors, autocannons) with a buff-up so the resources become worth fighting about, and add some new weird side-grade weapons & defenses.
 
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its not just Military its also the civilian sector, every building upgrade costs exotics. Personally i did a mod where i switched the exotics to a large sum of Consumer goods and it felt soo much better, Consumer goods feel bland as an upkeep only resource and actually using them to make things feels good.

exotics shouldn't be progression stoppers, Exotics should be what formulates your strengths. a Shield could use Gasses for extra strength or it could use Crystals for bonus Hardening. either way advances the Shield Technologies. a Kinetic weapon could feature Motes as a High Explosive round dealing extra damage, or could eject the shell at armor penetrating speeds with gases (getting like 20% armor penetration)
 
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