ENDLESS™ Space 2 is turn-based 4X space-strategy that launches players into the space colonization age of different civilizations within the ENDLESS™ Universe. Your Vision. Their Future.
It is true that trading companies often represent at least 90% of my dust income at the end of a game. Devs said they were currently trying to make them less exponential, so hope I hope it will come soon! I like inflation on itself and how it works right now, but trading companies just get too much value out of it in my opinion.
Ressurecting this, because there are a number of facts about inflation woth laying out, and we've been discussing the woes of Lumeris lately (who are directly related, being the most dust-focused of all the factions), and trade routes (which are related to dust mechanics).
On inflation:
It affects market values.
It affects upgrades.
It does not affect fleet maintenance/upkeep (making it very questionable as a tool to cripple military empires in the first place!).
It does not affect building maintenance.
It affects dustbuyout costs (but not influence buyout - if you are UE, one point of influence is worth the same amount of production turn 1 as turn 100, unlike dust - which is worth less).
It is higher on higher difficulty settings - AI bonuses drive inflation up even higher than normal. This means dust improvements are worth less on higher difficulty settings.
Lumeris colonization costs are affected - a Lumeris player should prioritise making dust from the market, not by making dust itself, as the former drives up inflation, while the latter doesn't. Lumeris are also penalized more on higher difficulty settings.
It doesn't affect trade-routes - but it does affect the resources generated by trade routes. The more inflation, the more valuable the resources portion of a trade route (and the less valuable the dust portion).
The higher inflation, the more you should favour resources over dust. It doesn't take long before investment in dust producing buildings, hero skills or anything else is rendered worthless. By contrast, it doesn't take long before resource producing buildings or hero skills are worth extravagant amounts of dust (their value, or how much they can get done, is not affected by inflation).
Basically inflation means the value of dust, and non-inflation adjusted dust incomes, declines over time.
There are two popular ideas on inflation: one to add its behaviour to maintenance costs (and perhaps tweak its affect on buying/selling costs), or remove (or reverse) its behaviour entirely (and balance dust appropriately).
Ok, let's say I am endgame lumeris, who wants to buyout a ship to defend myself from industry heavy military empire for.... oh 20K dust/CP, right, nevermind. Right, my way of play is unplayable and all my racial dust income is rendered irrelevant, while actually increasing opposing non-dust empire income from direct sales. Ingenius. That will show those military empires alright! Speaking from experience, in order to expand reasonably, with lumeris you want to just hug the market on every turn for that extra dust for you to expand and praying that the inflated price increase on your planet buyout does not result in you not having enough money to expand... again. Talking about not screwing yourself over.
If Pacifists were meant to harm Militarists with this, then the mechanic is an abysmal failure. It actively harms Dust stocking Pacifists while making Military-Industrial factions sitting on lots of resources more powerful. That's just the reality of it- inflation is meant to let Dust producers hurt non-Dust producers, but no matter how much you tweak it, it will always do the exact opposite and just limit the ability of Dust empires to do anything but tick their Dust numbers upward. It always limits the growth of Dust empires.
The only logical way for a Pacifist empire to harm a Militarist empire is to allow them to enforce embargoes, in which case the clearest potential weapon for Pacifists is the return of the Marketplace Ban. Add a War Pressure value to it and you have a way for Pacifist empires to put a soft time limit on wars before A. the Militarist economy collapses from not selling resources, or B. the Militarist political scene accepts a forced truce from war pressure. It becomes a greater problem for the Militarists if they got greedy and miscalculated their ability to take enemy systems.
Granted that might have some issues too. Particularly, how do you determine who gets to use the ban? What if the Militarist is actually the Dust faction?
Point is, inflation clearly doesn't do it's job, and makes a market sanction feature necessary.
The market is a problem. I don't think this has anything to do with inflation though - except that being able to buy things from the market is a powerful thing, and the more you buy using your dust production, the more inflation penalises you. The opposite is true for selling.
I'd just like to reiterate that the market not reacting properly to supply/demand is also at the root of any inflation and Dust value related concerns, as it allows non-Dust focused empires a 'get out clause' to ignore the consequences of Inflation by liquidating assets ad infinitum.
Inflation as a system is fully functional and does not need tuning down.
Cross-topic post with the Idea thread someone made on inflation :
I think Inflation is a great mechanic in the current state. What is currently wrong is how the market works and how the resources are spawned, especially luxuries. If as a Millitarist Empire you're flooded with Strategics, you're probably not that millitaristic or you're not going to war enough, because you'll need a lot of strategic modules and those end up costing a lot of resources. On the other hand, you're always flooded with Luxuries in the current state of the game, and only 3-5 types at most. This causes 2 problems :
First, since you always have tons of luxuries of a few given types, you ALWAYS have more than you need and thus can sell them on the market, which gives you tons of dust.
Secondly, since you only have access to limited luxuries due to how tier 1 spawn in a clustered manner, and so do every player in the galaxy, you ALWAYS have a monopoly on one or more resources, which given how the prices are fixed, accentuate the previous point even more.
Now at this point, I must point out I'm the one behind the luxury mod so I've seen the effects of reworked generation of luxuries. First of all, declustering the luxuries and reducing the overall amount of depots of a given Luxury while also increasing the number of different types and the yield each depot gives had a lot of positive effects on the prices in the market, the average price of luxuries naturally goes down as the game goes longer because it is now easier to obtain the tier 1 luxuries which in turn reduces the monopoly situation everyone could get passively without caring about the depots, so the income you get from those is way more balanced.
Secondly, since I made the use of luxuries much more natural by fixing the preferences of populations -ie. Industrialists will always ask for Jad, Militarists for Dark glitter, etc no need for additional RNG in the preferences when the depots and the population you interact with are already random- and since I also tweaked the costs of System upgrades, you end up with much less "useless" luxuries that are only good at being sold on the market, coupled with that was also rebalancing their effects in the upgrades to offer more choices, so in the end I find myself mass selling my excess resources a lot less often and instead, I use population boosting and Diplomacy actions with minors a lot more often, and I also use more varried choices in my upgrades.
All in all, I don't think Inflation is perfect in the current state and I'm not saying my mod would fix everything wrong with it currently, but imho the problems lie elsewhere. If the devs were to reiterate on some other gameplay mechanics and fix some of their problems, I'm pretty sure your issues with Inflation would go away on their own. Also if Trade was to be buffed again by offering more options for pacifist empires to increase their outcome WITHOUT making it so easy every Empire can do it just by placing a few HQ and subsidiaries here and there, I think Dust would be more useful.
A militarist empire has a lot of strategic resources (for their ships), and has cherry-picked conquered systems with lots of resources. It therefore makes more dust by selling those on the market. Almost certainly they are helped, not hindered, by inflation.
This is something I really noticed when playing Vaulters, seeing as they can get more titanium and hyperium, or get it from not having the resource. And you kinda wanna prioritize lots of strategic with them.
I played with a friend going fairly economical, as he likes to play that, while I went militarist for Vaulters. We kept about at the same kind of dust, while his dust income was much higher, I could easily catch up to anything he had by selling my abundance of resources.
So I got a feeling inflation does indeed go up too high, allowing factions with lots of resources to still keep up with any faction that prioritize dust research and improvements. They set the bars, but it kinda comes to bite themselves in the butt when it benefits those with resources just as much, while dust income barely matters. Which I think should still be a thing, but not as much as atm.
I've made that last comment into an idea, because this seems a fairly fundamental change to the game. But the current system of inflation is both confusing and completely contrary to stated design.
The purpose of inflation was indeed to make Pacifist empires able to hurt Militarist empires indirectly, by driving inflation up. If you're the one driving it up, granted you may suffer from it, but imagine for the other empires who don't generate a lot of Dust :).
I imagine they're very happy with how their resources get more valuable, turn after turn!
A militarist empire has a lot of strategic resources (for their ships), and has cherry-picked conquered systems with lots of resources. It therefore makes more dust by selling those on the market. Almost certainly they are helped, not hindered, by inflation.
Edit: To put it another way, and tie it to real economics, inflation benefits those with assets (or asset derived incomes, like housing/stocks/shares) and hurts those with cash (or fixed cash incomes). Just like in the game, inflation benefits empires with assets - mines, resource stockpiles, ships, and hurts those with fixed dust-income from planets or improvements.
If you want to benefit an empire with dust income versus one with capital, you need deflation.
If you invest in real Dust, you move closer to Economic victory, but begin ruining Dust for everyone with inflation, self included.
The purpose of inflation was indeed to make Pacifist empires able to hurt Militarist empires indirectly, by driving inflation up. If you're the one driving it up, granted you may suffer from it, but imagine for the other empires who don't generate a lot of Dust :).
Maybe if we had more active tools to actually impact Inflation it would be perceived better. In the meantime, if a lot of players feel your way, I believe we could tweak the values to slightly reduce it.
Thanks for the feedback,
While I like this idea in principle, I think there are still some downsides to the current, large inflation values:
Dust improvements/ressources are already weaker in early game, and almost completely useless lategame. Dust values for pop improvements have about the same values as science and production (e.g. +1, +3 on a ressource), but are much less useful even in the early game.
Even in terms of pure dust production, ressource selling is the most economically viable strategy, especially lategame. Even early game, a +1 bonus on a ressource is at least a +15 dust if you sell. Late-game it can be 100+. I am not sure if ressource production bonuses/improvements should be strictly better for dust than dust ones .
Perhaps the dust generated by dust improvements and system upgrades could grow with inflation as well? Or inflation could simply increase fleet upkeep instead of all prices, or other prices to a lesser degree? The currently IMO best strategy actually mirrors real life behaviour in economies with unstable currencies: Hoard ressources, only sell as needed and spend the money immediately.
The best way to play a Dust empire is to not play a Dust empire, but instead a Trash Merchant empire.
If you invest in real Dust, you move closer to Economic victory, but begin ruining Dust for everyone with inflation, self included. If you invest in mining Super Spuds to sell on the marketplace, you will make tons and tons of Dust without driving up inflation, even when the Super Spuds price bottoms out. It's really quite absurd, as it basically creates two kinds of Dust: Winning Dust, which you produce domestically but cannot actually use to do anything fun, and Fun Dust, which you get from selling your unwanted trash and can buy fun stuff with but does not get you closer to victory.
Except Fun Dust from sold trash ends up paying for your Freighters anyway. Your Freighters are just a Dust sink to keep you poor if you want to win by being rich. And the kicker is that as the Dust players drive up inflation, the Dust income from selling trash gets even higher.
It certainly removes some of the fun; I barely use the buyout function as it's very rarely worth it. Dust is way more critical for buying ship-refits, luxuries, and strategic metals, even after keeping up with trade infrastructure. When I reached "economic victory" on the Vaulters patch (turn 139, 1.125 million Dust on Exceptional galaxy size), the cost of a medium-size ship was still higher than raw dust income (combining with sold luxuries makes it so I can buy nearly 3 of my newest Coordinator hulls at 72k each, yay!). Hardly an efficient use of dust when my top 10 systems range from 5806 to 3708 industry per turn and each medium ship costing ~1800 industry (raw cost ~2400 but I have accumulated all sorts of discounts). Even so, I can't buy enough of the strategics I need either because of the high cost (sometimes), or simply because there's none left for sale on the market (most of the time). Part of the problem is that I'm trying to build every structure in the game for 39 systems, but even before the late game I had problems buying enough strategics that I wanted.
Dust isn't something that can win you a game, but heavy investment is still needed to just continue participating in market & buyout mechanics. For reference, a conquest victory could have been won 28 turns ago, science victory 17 turns ago, and wonder victory too if I wasnt greedy. Granted, I didnt bother to trade with the AI and it's only Hard difficulty, but the issue is still inflation making dust a lacklustre source of hard power. The game has been won several times over and Dust still isn't a major source of my empire's power. If I really wanted strategics, the better way is usually spending industry on ships to beat another AI into submission, then extort hundreds of it.
I played a game with a friend yesterday and didnt have a very good start.
By the time i was able to make my comeback, dust inflation started to kick in like crazy (my friend was playing lumeris).
All i had was a 7/7 cp fleet made of 3 minor faction ships and 4 scout ships and it was like 400 dust upkeep.
End of the story was that i lost because i had to sell everything while the never bankrupt ai took my systems.
This was between like turn 40 and 60 or so, on fast.
Not a friend of the mechanic, really annoying. I feel like it forces you to either rush the lumeris or lose because reasons.
I mean why does my empire disassemble itself just because someone on the other side of the galaxy (i havent even met) has a lot of dust...
I have all the knowledge, ressources and manpower of the galaxy there for my taking, but nope.
On that note i want to add that i really love the new diplomatic system, but it feels often useless because of the way factions like lumeris and unfallen work.
You know they will f*** you up if you side with them, so you never do.
great game nontheless. really hooked me up now, even though i was very sceptical in early access.
edit: The irony is we actually wanted to play cooperatively but in the end my friend defeated me by inflation...
I rather like the inflation system as it stands. The thing I often dislike about 4X games is when you get to the late game and your individual decisions are trivialized by abundance. If I were to make a change then maybe make it so that inflation works on a system level... and perhaps not just for dust expenditure, but also industry aswell. The more development a system has the longer it takes to develope it further could make specializing systems more relevant, and then make it so that new systems found in the late game have more of a chance to catch up and be relevant, instead of perpetually behind.
Also, inflation could be an effective way to modify the existing economic win condition. The target dust income could start much lower, but be increased by inflation, meaning in order to win you'd need to have a large percentage of the total income generated by the whole galaxy.
I don't think selling stuff increases the amount of dust generated to win the economic victory, you have to generate it o:
You're right, dust from selling resources don't count towards economic victory, but thing is that for general purpose (buying stuff) dust from selling resources is the main source of income. No way you'll be able to generate 5 mil. dust per turn, but you're able to aquire enough resources to sell em for 5 mil. dust per turn.
Hello, i strongly agree that inflation is always over the top. Also even traiding companies income isn't an issue becouse you would not be able to upgrade them if not for... resource trade.
In my recent Lumeris playthrough my traiding companies were generating around 100K dust income, but... at the same time every turn i'm earning 4-5 mil. by selling resources. And... even with such an abudance of dust i'm able to buy only a few tier 4-5 buildings / turn in my 23 system empire. So in endgame even trade companies themself aren't contributing much compared to selling resources (for example 100K dust from trade routes is nothing when a single building costs around 800K).
Another thing i'd like to point is in ES2 you can't specialize in dust - everyone is able to generate insane amounts (Lumeris simply achieve goal faster due to quest providing +3 luxury per deposit).
So all in all not trade companies themself generate too much dust, but resource selling makes income from every other source miserable.
Behold, the new and amazing feature of ES2, inflation.
It surely comes as a hard counter to our old favourite ES1 strategies revolving around sheredyn faction bonus and techs that simply managed to keep you afloat at 100% tax rate and was further emporewed by strong on CP kill dust rewards.
But isn't it going a little bit too far?
When compared to endless legend or ES1, when in mid to late game you could simply instantly purchase all upgrades for said system within a turn's notice, it felt good being dust oriented, it felt empowering, it is a lot different now..
Depending on the number of players buyout and other inflatable prices can climb to double by as little as turn 10 @ fast.
Sure, if you are trading, this can turn to your benefit, but if you are not, well screw you, obviously everyone is trading and it makes all the uninflated values lose their meaning.
Could we perhaps slow it down a bit?
Could we add a number of players factor to it aswell?
If you invest in real Dust, you move closer to Economic victory, but begin ruining Dust for everyone with inflation, self included.
The purpose of inflation was indeed to make Pacifist empires able to hurt Militarist empires indirectly, by driving inflation up. If you're the one driving it up, granted you may suffer from it, but imagine for the other empires who don't generate a lot of Dust :).
Maybe if we had more active tools to actually impact Inflation it would be perceived better. In the meantime, if a lot of players feel your way, I believe we could tweak the values to slightly reduce it.
Ressurecting this, because there are a number of facts about inflation woth laying out, and we've been discussing the woes of Lumeris lately (who are directly related, being the most dust-focused of all the factions), and trade routes (which are related to dust mechanics).
On inflation:
It affects market values.
It affects upgrades.
It does not affect fleet maintenance/upkeep (making it very questionable as a tool to cripple military empires in the first place!).
It does not affect building maintenance.
It affects dustbuyout costs (but not influence buyout - if you are UE, one point of influence is worth the same amount of production turn 1 as turn 100, unlike dust - which is worth less).
It is higher on higher difficulty settings - AI bonuses drive inflation up even higher than normal. This means dust improvements are worth less on higher difficulty settings.
Lumeris colonization costs are affected - a Lumeris player should prioritise making dust from the market, not by making dust itself, as the former drives up inflation, while the latter doesn't. Lumeris are also penalized more on higher difficulty settings.
It doesn't affect trade-routes - but it does affect the resources generated by trade routes. The more inflation, the more valuable the resources portion of a trade route (and the less valuable the dust portion).
So let's say Empire A mostly ignores dust, and pays for maintenance by selling its titanium, and empire B builds dust improvements and trade routes and uses it for buyouts. Then inflation hurts empire B, because prices go up while their dust generated does not, while actually helping empire A, because one titanium sold pays for more and more maintenance.
It does the exact opposite of its stated purpose, allowing ressource/militarist-focused empires to hurt dust/pacifist ones.
Ressurecting this, because there are a number of facts about inflation woth laying out, and we've been discussing the woes of Lumeris lately (who are directly related, being the most dust-focused of all the factions), and trade routes (which are related to dust mechanics).
On inflation:
It affects market values.
It affects upgrades.
It does not affect fleet maintenance/upkeep (making it very questionable as a tool to cripple military empires in the first place!).
It does not affect building maintenance.
It affects dustbuyout costs (but not influence buyout - if you are UE, one point of influence is worth the same amount of production turn 1 as turn 100, unlike dust - which is worth less).
It is higher on higher difficulty settings - AI bonuses drive inflation up even higher than normal. This means dust improvements are worth less on higher difficulty settings.
Lumeris colonization costs are affected - a Lumeris player should prioritise making dust from the market, not by making dust itself, as the former drives up inflation, while the latter doesn't. Lumeris are also penalized more on higher difficulty settings.
It doesn't affect trade-routes - but it does affect the resources generated by trade routes. The more inflation, the more valuable the resources portion of a trade route (and the less valuable the dust portion).
So let's say Empire A mostly ignores dust, and pays for maintenance by selling its titanium, and empire B builds dust improvements and trade routes and uses it for buyouts. Then inflation hurts empire B, because prices go up while their dust generated does not, while actually helping empire A, because one titanium sold pays for more and more maintenance.
It does the exact opposite of its stated purpose, allowing ressource/militarist-focused empires to hurt dust/pacifist ones.
That can be reversed if there are some significant penalties for negative dust production values.
mamarider wrote: That can be reversed if there are some significant penalties for negative dust production values.
Before inflation existed, negative Dust production values were a significant penalty on their own, by definition of having negative Dust production. Inflation has simply complicated the matter by driving up the value of resources while driving down the value of flat incomes.
YertyL wrote:
So let's say Empire A mostly ignores dust, and pays for maintenance by selling its titanium, and empire B builds dust improvements and trade routes and uses it for buyouts. Then inflation hurts empire B, because prices go up while their dust generated does not, while actually helping empire A, because one titanium sold pays for more and more maintenance.
It does the exact opposite of its stated purpose, allowing ressource/militarist-focused empires to hurt dust/pacifist ones.
I hadn't considered this angle, but you're right. Inflation effectively causes Dust-focused factions to subsidize the economies of Resource-focused and Fleet heavy factions. Pacifists essentially provide free funding for Militarists using inflation.
Unfortunately, I've gone over elsewhere and with other people that simply applying inflation to Upkeep costs would likely not fix this, and only cause more complicated problems, particularly because Dust generating factions still pay Upkeep costs too.
Considering over the past few days, if inflation absolutely has to be kept, it occurs to me a good way to do it would be to change it to actual inflation.
What we have now is technically not inflation. Inflation results from individual sellers raising their prices independently, and thus causing a ripple effect where everyone else raises prices to keep up. In response governments print money to keep the amount of money in the economy more or less proportional to the rising prices. What we have instead is hyperinflation, which is only supposed to happen with excessive money printing beyond the rate needed to keep up with inflation.
So really inflation should be tied to the passage of turns, so it increases linearly over the course of the game, regardless of Dust output. So to show how things can be fixed a bit, I'm gonna give some examples of problems and the changes that solve them:
Earning Dust raises Inflation:Tie it to the passage of time instead, so inflation can be beaten through high Dust generation instead of further punishing it.
Inflation Rewards Trash:Remove or greatly reduce market price floors while increasing the number of items which cost low tier resources to prevent Militarist (and thus expansionist) factions from subsidizing their economies with inflation by selling tons of trash resources.
Inflation Doesn't Punish War: With inflation tied to time, and thus having a very stable linear progression and predetermined cap, it becomes reasonable to tie it to Upkeep, punishing the use of overly large fleets not backed by significant Dust income. This has the double benefit of making Dust hero skills and Upkeep reduction effects valuable.
Inflation Doesn't Reward Peace: With inflation no longer driven by Dust generation, factions with many Trade Deals and FIDSI rewards for Peace can safely outpace inflation in a way that belligerent empires cannot. This does not necessarily prevent large wars between coalitions with many allies though.
As a bonus, some other changes could be made. For example, Super Spuds could provide -15% System Upkeep Reduction, which would be significantly less OP when stacked than the current -15% Buyout Cost Reduction (which has caused issues before with allowing empires to buy out hundreds of ships), but also more rewarding for using on just one or two development projects due to increased Upkeep costs from inflation.
Ultimately though, this still has Dust producers subsidizing Resource producers, because that's just what inflation does in reality.
A decent proposal with agreeably simplified logic behind it.
We could also tie random events which now focus on market prices of commodities to inflation aswell, so that it could increase, or decrease at slight percentage erratically.
It might not even be that game greaking considering that current dust producing factions do strongly rely on market sales aswell as their own dust output and reducing market values would go hand in hand with reduced inflation and balance itself out with the new buying power provided.
I have said before in a different thread that dust inflation did not make sense lore-wise but thinking about it again I think it can. (TL;DR of the post in other thread, Dust acts like Fiat money mechanically but a commodity currency lore-wise)
Thinking about it again inflation can make sense lore-wise if considered in a certain way.
It was said that the Endless tried to recreate the Lost’s dust, but they could not get it to the same level of quality. I assume they made several attempts getting slightly better over time but still nowhere near.
So back to inflation, this means as dust is produced it is at first the high quality Lost dust but slowly has more and more lower quality dust mixed in as the high-quality lost veins dry up, making an X amount of dust worth less over time the dust produced is less able to do its magic.
This is the historically the route that many commodity currencies followed with debasement (talked about in the linked post) So if the lore aspect of inflation was that dust was being debased it would work quite well (e.g. like a silver coin going from 98% Silver to 2% silver (this happened in less than 300 years in the Roman empire) although in this case it would be dust going from 100% Lost’s dust to 2% Lost’s & 98% Endless’s dust)
For this lore change to fit well with the mechanic & to improve the mechanic there is one change that will need to be made (many other changes could also be made but this one is needed for it to make sense); When inflation increases dust stockpiles (The dust empires own) would gain interest of the same amount (due to being purer than the current galactic level thus worth more)
I have said before in a different thread that dust inflation did not make sense lore-wise but thinking about it again I think it can. (TL;DR of the post in other thread, Dust acts like Fiat money mechanically but a commodity currency lore-wise)
Thinking about it again inflation can make sense lore-wise if considered in a certain way.
It was said that the Endless tried to recreate the Lost’s dust, but they could not get it to the same level of quality. I assume they made several attempts getting slightly better over time but still nowhere near.
So back to inflation, this means as dust is produced it is at first the high quality Lost dust but slowly has more and more lower quality dust mixed in as the high-quality lost veins dry up, making an X amount of dust worth less over time the dust produced is less able to do its magic.
This is the historically the route that many commodity currencies followed with debasement (talked about in the linked post) So if the lore aspect of inflation was that dust was being debased it would work quite well (e.g. like a silver coin going from 98% Silver to 2% silver (this happened in less than 300 years in the Roman empire) although in this case it would be dust going from 100% Lost’s dust to 2% Lost’s & 98% Endless’s dust)
For this lore change to fit well with the mechanic & to improve the mechanic there is one change that will need to be made (many other changes could also be made but this one is needed for it to make sense); When inflation increases dust stockpiles (The dust empires own) would gain interest of the same amount (due to being purer than the current galactic level thus worth more)
So, in order to counter inflation, apply anti-inflation? Seems like a good idea, cyrob! but then the devs needs to adapt these extra dust income people will get whit the economic victory, right? Since it will be easer to achieve it...
The big reason inflation makes no sense is that the vast majority of Dust improvements are revenue producing operations like services and tax structures, not actual "money printing" projects. Almost every Dust improvement references obtaining Dust already in the economy, not adding new Dust.
In addition, real inflation happens over time due to suppliers trying to increase profit by raising prices, then other suppliers raising prices in response, leading to governments printing money only to meet the higher prices. Printing beyond that gives you hyperinflation, the doom of many economies in history, but not at all the same thing. Our empires should be somehow hoarding or restricting the production of new Dust for this exact reason, relying on better revenue operations to actually fill the national coffers instead of deliberately crashing the value of their dosh.
So for inflation to make sense and not imply our empires are dumb enough to run a hyperinflation economy all day every day, inflation must:
Increase Linearly Over Time: Prices rise on their own, and governments deliberately keep them stable. Now Dust producers won't shoot themselves in the foot just by existing and saving, let alone by increasing production.
Apply Inflation to Upkeep: In real life the big problem created by inflation is rising costs. Fleets and non-Dust buildings cost a lot of Upkeep. Dust Improvements and Freighters don't. Non-Dust/Pacifist factions will now benefit less from using Resources over Dust Improvements simply because what they gain from inflation in sales, they lose from inflation in Upkeep.
Reduce Price Floors: It's really dumb to make millions on something nobody actually buys.
Make Spuds Reduce Upkeep A Bit: Stacking Buyout reductions gets really dumb really quick, but Upkeep will be a problem to actually worry about more often now, so it deserves a Luxury, just like Gold back in EL.
Do note as well that applying inflation to Upkeep only doesn't work right now because net Dust production determines inflation, so it might give really really weird results.
This is something I was getting at in the other thread some dust sources (not just improvements) add new dust to the economy and others are just taking it from the economy and putting it into the empire's coffers.
Making Inflation have a linear increase means that it does not fit its goal (admittedly it does not currently) It becomes an issue that everyone needs to deal with, but pacifists might be more able to. But if tied to dust production then it’s an issue that is can be greatly increased by the pacifists to be used against militarists. Changes to the system need to be made but I’m against making inflation liner, it’s the option that makes the least lore sense.
I would prefer Inflation lore & mechanics wise be due to debasement, that is to say over time the standard mix of galactic dust is of more & more lower quality dust (We know there is high quality Lost dust which due to Isyander’s actions is common in the beginning and the Endless has several strains of lower quality dust)
I agree with you on; Applying inflation to upkeep (of course this would require upkeep amounts to be rebalanced around it as they are not suited to it currently) Reducing Price floors (I would have all price floors be 1 or 0 and allow them to be reached quicker) & having Super spuds reduce upkeep.
Additional changes I would like to have would be:
As already mentioned, Stockpiles gaining interest, the main difference between inflation with fiat currencies and commodity currency (caused by debasement) is that government stockpiles of commodity currencies retain value, while fiat do not.
So, to have this be a feature in-game simply the empire stockpile gains interest equal to how much inflation changed. E.g. Empire has 100 dusted stored Inflation goes from 1.00 to 1.05 (a 5% increase) so the Empire gains 5 dust (5% of what they had stored)
I would like Inflation to be tied to dust production but in a way that makes more sense,
All dust sources can go into 2 categories: New Dust coming into the economy, And Dust from the Galactic economy then going into the coffers.
The New dust sources have a fixed production (well it can be variable with something like +X per Y, but by fixed I mean that it’s not affected by inflation)
(This eliminates the feedback loop of inflation causing more dust to be produced and then increasing inflation)
The dust from the economy have their production altered by inflation, and because of that should have a much lower base production than currently.
All dust costs also fit into two categories: those using up the dust (taking it out of the economy) and those transferring it to some other part of the economy.
Those using it up are the costs needing dust for its magical properties, healing heroes, repairing ships. These are affected by inflation.
Those transferring dust are all the other dust costs, most notably upkeep. These are also affected by inflation.
Now to calculate inflation instead of just the global dust per turn produced, it would use the total dust production from only new dust sources and possibly that minus the total dust used up (It’s unknown if it makes sense lore-wise, is dust used gone forever or eventually finds its way back to a planet surface etc.)
I have to agree that the marketplace prices are more of a problem than inflation itself.
I think that while not solving the problem with dust inflation, we could make dust production a bit more useful by incentivising buying resources from the marketplace (maybe by lowering the transaction fees for the buyer?).
This would make it so that while the resource-hoarding empires could still make a lot of dust by selling their stuff, the stuff they sell would fall more easily to the hands of those who are driving up the inflation.
Also, if the market section for ships was fixed (I mean it's always filled with trash) and selling ships was made more viable, it could create interesting situations where militaristic empires could make a lot of dust quick by selling their advanced ships, but in doing so would give the pacifistic dust-producing empires a chance to get their hands on some nice fleets when they need them the most.
I have to agree that the marketplace prices are more of a problem than inflation itself.
I think that while not solving the problem with dust inflation, we could make dust production a bit more useful by incentivising buying resources from the marketplace (maybe by lowering the transaction fees for the buyer?).
This would make it so that while the resource-hoarding empires could still make a lot of dust by selling their stuff, the stuff they sell would fall more easily to the hands of those who are driving up the inflation.
Also, if the market section for ships was fixed (I mean it's always filled with trash) and selling ships was made more viable, it could create interesting situations where militaristic empires could make a lot of dust quick by selling their advanced ships, but in doing so would give the pacifistic dust-producing empires a chance to get their hands on some nice fleets when they need them the most.
Doesn't work. By reducing buy prices you also increase the ability of resource producers to mass sell, buy back, and potentially mass sell again. The more prices are lowered the easier it gets to produce an infinite loop. Also it makes it easier for them to sell one resource to obtain another.
Biggest problem of inflation in all forms is everyone uses identical currency.
[...] Apply Inflation to Upkeep: In real life the big problem created by inflation is rising costs. Fleets and non-Dust buildings cost a lot of Upkeep. Dust Improvements and Freighters don't. Non-Dust/Pacifist factions will now benefit less from using Resources over Dust Improvements simply because what they gain from inflation in sales, they lose from inflation in Upkeep. [...]
I believe that , if we are about to increase the upkeep cost based on inflation... We must also take care whit the current dust-producing methods. Because, there are many different ways to gather very high amounts of dust quickily. Like enabling religious laws, gained from the pop at planets... And the least, and most innefective way to gather dust currently, (for me) is the dust improvements. Whit one dust improvement i can get a small- decent amount of dust, but whit several conditions applied. As whit one law, i can easily increase my dust income by hundreds, or even thoutsands. And to make it even worst, Dust improvements are also competing whit other improvements in the system queue, as you can only build one improvement type per turn. So, if i have to choose, i always focus first industry, then science, then food, then influence (if i want it) and then, last of last of all, dust. because its one of the most irrelevant building upgrades for me.
Then i ask, if we are about to increase inflation... are we about to keep other empires to rely on other-methods to increase dust instead of dust improvements?
What if one empire starts whit a very hot galaxy, and is able to build many many improvements quickily... but not have enough dust income to surprass the requeirements of the dust upkeep increased by both fleets and structures?
How can that empire rely on alternate methods of increasing dust if he needs a more consistent method to get out from the crisis?
[...] Apply Inflation to Upkeep: In real life the big problem created by inflation is rising costs. Fleets and non-Dust buildings cost a lot of Upkeep. Dust Improvements and Freighters don't. Non-Dust/Pacifist factions will now benefit less from using Resources over Dust Improvements simply because what they gain from inflation in sales, they lose from inflation in Upkeep. [...]
I believe that , if we are about to increase the upkeep cost based on inflation...
Then i ask, if we are about to increase inflation...
I am very confused why you believe inflation would be increasing with the suggested changes. "Linear" increase does not mean "faster" increase- it means a fixed, predictable increase each turn, which can be set to max out at a reasonably high rate at the end of the game. It might be faster than some games, but in my experience inflation raises way way faster than what I would propose.
Further, I don't see how the Hot planet type matters to Dust generation, because the Hot-Cold dichotomy doesn't affect Dust generation. In fact the Sterile-Fertile dichotomy doesn't affect it much either. Most planets produce 2-6 Dust per Pop, with the absolute highest Dust output being Toxic planets, which output only 8 Dust per Pop and only have 5 population slots at max. Dust is perhaps the least Planet reliant resource in the game other than Influence.
But also, if an empire really has that much Industry laying around, they probably have enough to build both Dust and Trade improvements, and convert Industry to Dust in their spare time. After all, it'll take many turns for inflation to increase linearly, it's not like they don't have time to prepare if they rush that many buildings that quickly.
Also, as CyRob pointed out, base Upkeep would obviously need to be reduced to account for it being increased by inflation.
The inflation mechanic currently does the exact opposite of its intended purpose by decreasing the relative value of dust generation and upkeep, and increasing the relative value of ressources.
I guess we can try to fix this by applying it to upkeep and dust generation as well. But if everyone generates x times more dust and pays x times more dust, this is effectively identical to eliminating inflation altogether (except for punishing those that hoard dust), which I still feel is the far easier and overall better solution.
I also feel like the real life analogy does not quite work. In real life, total amount of currency is (somewhat) fixed, everyone is not constantly printing their own money (dust). At the same time, we generally do not have artifically fixed prices and values (like upkeep and non-market dust generation), which is somewhat unavoidable in a game.
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