Nice work Alex, better to take time and get it right. As you know, with many things it's not possible to tell if they'll work/be fun until you try them.
Also thanks for the post, any and all are appreciated
Thank you
Can we ban what we don't want from being traded? Similar to how other factions would ban, say, drugs.
To a degree - your colonies by default ban the usual set (drugs, organs) but setting a colony to "free port" makes these legal and allows for profit to be made from exports of these.
I did think about having more detailed per-commodity controls, but it seems more like a solution looking for a problem - complex and I wasn't coming up with anything particularly interesting as a result of it being an option. Especially not with the "Free Port" toggle covering much of the same ground.
This is the first economy take that didn't make my brain bluescreen, so it's definitely a positive change.
I'll take it!
Single player Eve online! I approve!
Hah! Riight.
I will say i was quietly worrying that I would be completely lost on the colony system and have to look up how to do things on the forum after release. This is much easier to follow and work with, I think.
Awesome! That's really making me feel more positive about the new system.
Is the max global export just the export capacity of the largest supplier? I'm guessing yes (so it works the same as everything else, i.e. you can't have enough 5-fuel suppliers raise max global fuel exports from 7 to .
Yep. I didn't touch on this in the post, but - what I think you're getting at here - imports can only raise availability up to what the largest supplier has. So if the max supplier has 7 fuel (or has more, but can only ship out 7 units) then a colony with demand for 8 fuel would have the following modifiers:
+8 Desired import volume
-1 Global shortage
(Or -1 In-faction shortage, if this is an in-faction supplier.)
Should a Free Port condition increase accessibility? It sounds logical enough, and without it pirate/Pather markets look like they'd have a semi-permanent scarcity of most goods.
It does increase it! There's actually a mechanic where the increase goes up over time, up to a limit.
Pather/pirate markets are currently kind of hosed right now despite this, so I might have to do a bit more balancing.
The "hostilities with other factions" percentage is calculated as (sum of market sizes of hostile factions) / (sum of market sizes of all factions in the Sector) or something along those lines, I take it?
Yep, almost exactly. It's max(1, marketSize - 2) to give larger markets more weights.
My main concern about colonies is if they trivialize the rest of the game too quickly ie. really quickly very profitable, though I imagine that there is a lot more to spend our hard earned money on now.
I think that's definitely a valid concern and this'll take some fine-tuning. In particular, the dangers faced by colonies should be an indirect drain on profits, but quantifying that is tricky. That said, yeah, lots of stuff to spend money on. In dev mode, I start with a million credits and frequently have to give myself more after setting up a test colony or two.
I agree with the others: This is the best looking econ revamp so far
Thank you!
it seems like a good system. are you going to implement relationship changes based on increasing/decreasing competition? i could definitely see the impetus for wars in this handling of economics- if you can plunder, destroy or steal pieces of the pie with a limited war it could definitely be worth it.
personally i wouldn't see most factions taking that lying down- i expect for instance that the sindrian government and military especially is basically funded solely by their energy monopoly and you threatening the basis of the economy could easily inspire military action against you or another competitor.
anyway, i think it's an excellent system and i'm interested in where it's going to go in terms of implications for diplomacy.
& also thank you!
I may or may not be coding something directly related to what you're talking about as we speak
The Diktat certainly seem like the type that wouldn't mind getting their hands a little dirty with some plausibly-deniable bombardments out in the black.