I'm sure Alex will be happy to know the economy does not need to be rewritten again. As much as i would love to see the resource complexity of Distant Worlds: Universe and the production chains of the X: series, I'll save that wet dream for X4 foundations.
We have a decent start of a foundation but it's not yet enough to support the house. So here are my suggestions to improve upon what we have. I don't even care for credit if used, I just want an amazing game.
I have a simple philosophy with my suggestions. It's okay to NOT have all your colony's demands met within a limited extent. Say 20% before you start getting hammered with penalty's. This should apply to all factions, this way you will have some breathing room when setting up and you wont receive such harsh penalty's and hostilities when your just starting out. Unless your going just for that.
Planets, Resources, Production. These are the 3 areas that need MORE and refinement.
New Resources.Rare Metals (formerly Transplutonics)
Platinum's (ore)
Refined Platinum's
Hydrogen (tried to find some unnecessarily complex name for it but, it is it's own thing apparently)
Armaments (formerly Ship Hulls & Weapons)
Basic Ships. (formerly Ship Hulls & Weapons)
Advanced Ships
Exotic Goods
New Industry'sWeapons Manufacturing.
Required to manufacture of Basic Weapons from blueprints (but not ships as they will be given generic out of your control load-outs until Heavy Industry is built)
*requires - Metals, Rare Metals, Volatile, Refined Platinum's
Pearl Farm. (Ocean Worlds Only)
Ocean worlds are as miserable to live on as they are beautiful. As such they a higher demand for luxury good exist. The Pearl Farm produces a large amount of Luxury goods and some Exotic goods from the planets ample capacity for pearl clams.
*requires – Basic Ships, Crew
Coral Farm (RARE - Ocean Worlds Only)
An Ocean World covered in a myriad of dazzling colored ocean coral. Building this farm will allows the creation of Exotic Goods.
*requires – Advanced Ships, Crew
Basic Ship Components Plant (formerly Modular Fabricators)
Required for the manufacturing of basic fighter blueprints.
It doesn't get much more basic than this unless we're going old school retro. This basic modular construction facility produces Basic Ships in great numbers.
*requires – Metals(high), Rare Metals(low), Refined Platinum's
Advanced Ship Component's Plant
Required for the manufacturing of all fighter blueprints. It's expensive however.
*requires – Metals(low), Rare Metals(High), Refined Platinum's, Organics
Zero G Shipyard. (Orbital Habitat Only)
Insanely expensive to build and operate but well worth the cost. This “RARE” facility allows faction ships to be purchased at greatly reduced cost as well as allow a faction to field large fleets quickly. Serves as an empires primary means of fielding fleets in times of war. Though still possible without, this grants more flexibility. Reduces D-mods. Benefits from a Nanoforge.
*requires – a ridiculous amount of resources. To many foreign imports will make this very expensive indeed.
Space Academy (Orbital Habitat Only)
Provides a base increase in the quality of Officers as well a a turnover in crew and marines.
*requires – Supplies, Basic Ships, Advanced Ships, Armaments
Officers Academy
Provides a significant increase in the quality of Officers. (allows for more officers with reduced D-mods)
*requires – Supplies, Basic Ships, Advanced Ships, Armaments
Asteroid Processing (Orbital Habitat Only – Must be build along an asteroid belt)
A complex facility allowing the processing of ore's in zero-g. Launching and coordinating mining fleets as well as offering a place for enterprising freelance miners to try they're luck at making a fortune.
*requires – ore's, Machines, basic ships.
Advanced Zero-G Processing. (Orbital habitat Only – upgraded from Asteroid Processing)
A massive facility handling the logistical nightmares of exploiting an entire star-systems untapped resources. Extensive refinery's for the processing of ores to vast storage space for gasses and organics.
Sends out mining fleets to every corner of the system. From planets to asteroids, it will all be brought here for processing and or distribution.
Resources produced based on whats present in the system as well as what's brought in by the returning fleets. So place this down where it will do the most good. It's comes with a cosmic upkeep cost.
*additional requirements – Supplies(massive), Consumer Goods, Advanced Ships, Crew.
Gas Giant Extraction Facility. (Orbital Habitat Only)
With out fuel the universe does not move. This facility ensures a steady supply of our life blood.
A specializes facility to extract the valuable gases of a gas giant.
*requires – Machines.
Extensive Gas Giant Operations (Orbital Habitat Only – upgraded from Gas Giant Extraction Facility)
Doubles the flow.
*additional requirements – Advanced ships. (it's a gas giant, basic wont cut it in that kind of gravity)
Changes to existing Industry'sOrbital Works
Now requires Rare Metals(in place of Transplutonics) Platinum's and Advanced Ships.
Refining
Needed for Refined Platinum's (duh)
Orbital Stations and so on.
These beast of burden will require basic ships at the start and advanced ships when fully upgraded.
High Command
Will require LESS Basic Ships but need Advanced Ships.
Megaport
Requires Advanced Ships. -2 growth and -20% accessibility without this demand being met.
Fuel Production.
No longer uses Volatile but Hydrogen now.
PLANETS & MOREOrbital Habitats.
It's frustrating that I cant build these nor colonize these.(unless im stupid and completely missing something?) There are a few in my current game that are (Abandoned) because they got the *** kicked out of them too much, yet I can do nothing with. A lot of love obviously went into them yet I can no nothing with them.
Let us build them. Let us colonize or destroy them. Where applicable, or profitable.
Orbital Habitats should start with a neutral “0” accessibility. They're already in space so I cant see a reason one would have a negative number.
Also Gas Giants should ONLY be cognizable threw Orbital Habitats.
As you've noticed I added Hydrogen to the line up. It has been considered for many years the be all end all fuel. It super plentiful all throughout the universe. Especially on GAS GIANTS! It bothers me that these beast of burden are complete trash here.
Basic Gas Giants
No longer provide volatile but provide minimum +2 hydrogen and on very rare occasions +4
Frozen Gas Giants
Provide a minimum of +2 Volatile and occasionally hydrogen as well.
Water Planets.
*Have a good chance of having hydrogen. It's terrible horrifying byproduct is pure H2O after all. Plus our own oceans are full of the stuff.
*Have a significant increase in domestic and luxury goods demand. It's hell down there in rapture, but its an opulent hell.
Forest Planets.
Due to the unique composition of this planet the domain seed ships left it a verdant world of deep forest. A harsh and beautiful wilds of towering trees and picturesque scenery.
Forest produce more Food and Luxury Goods. A small addition of Exotic Goods. +2 Colony Growth
*RARE Mega Flora Condition
The trees of this unique world have gone berserk, reaching impossible heights and density giving birth and an ecologist wet dream within the vast myriad of mutilated ecosystems. The beast that roam ths world are as diverse magnificent as they are deadly.
+3 Exotic Goods +3 Colony Growth
Red Desert
Due to the presents of impossible amounts of red quartz the sands of this world and a shocked blood ruby red.
+2 growth. Higher demand for Luxury, and Exotic Goods.
Additional notes.The Population & Infrastructure of your colony should always have a demand for luxurious goods such as Volturn Lobster and Luxury/Exotic Goods. Ocean worlds to always have a demand for Basic and Advanced Ships. All of which increase drastically in demand depending on the planets size and income. The more wealthy a planet is the more they should want as more and more people become wealthy.
Not full-filling all of these needs to an extent wont harm too much, but seeing that they are met means more profit for you.
All this is an attempt to create a need for more than 1 or 2 colonies that would be self sustaining. This forces players to search out places to plop down colonies to supply specific goods to the more industrialized core world/s as well as giving players a reason to consider searching for those better place to start they're empire while balancing cost with demand.
A good example of this would be the Advanced Zero-G Processing. A means to actively exploit an entire system. An enormously expensive facility to maintain that could produce a stunning amount of resources. But if the market is unable to handle such a gross saturation then those goods dont get sold and you'll find yourself bankrupt in no time. You also must consider the distance to the core worlds markets and how dangerous it would be for those fleets to reach you. They will most likely stay within there own sphere, ignoring you for the cheaper, closer supplier. Or at least that how it should work.
The biggest suggestion I'd like to make is to change how planetary slots are limited. Limit the slots based on the colony population and planet size; each level of population could grant one slot and planet size could also give one per size increase. For example, +1 on small, +2 on medium and +3 on big planets. This would mean that you can't just build 10 industries right after plopping the colony down, but rather have to specialize, look for bigger planets or wait for the colony to grow.
By the gods of gaming! We NEED this.
player should be able to (and need to) build certain buildings multiple times.
Or upgrade them to produce more like with heavy industry.