Bureaucrat Victory Condition
Dust and Influence Required.
(Dust Win Value + Influence Win Value) = Game Win
"A rich race can be a victim - A rich and influential race can rule the stars"
I don't know how the economic win number is calculated; if it is just based on per turn generation calculation of dust - that's wrong.
I think most would agree the economic win condition is broken regardless.
The "Dust Win Value" should be based of off "generated dust per turn" minus the "cost upkeep per turn of your empire" - structures in systems, Heroes, items bought at the marketplace, etc.).
An "Influence Win Value" should be calculated not on a per turn generation of influence, rather by a per turn generated influence value minus all costs (political law upkeep, buying system structures as the United Empire race, buying a system with peaceful conversion, Hero upkeep - would be nice).
I also think everytime you hit the "buy out" button on a system, this cost should be subtracted from your "magic dust number to win".
The same could be said about influence (re: buy out button for the United Empire) - influence spent by your race (per turn) would be subtracted from their "influence value needed to win".
Influence win value and dust win value would be calculated on a (generated value per turn minus costs per turn of your races' empire).
Value Generation would include things like selling on the marketplace or scrapping a ship. Value Cost would include things like buying on the Marketplace or rush building.
Dust and Influence (gain/loss) through diplomacy would also affect these "win values".
The fact that (every) hero can eventually cost no dust (this tier ability should be removed) makes no sense to me. Moreoever, I think Heroes should have increased cost involved in the way of influence (say 1.5 Influence cost per level and perhaps the same for dust cost).
If you are going to keep something like this type of Vicotry condition in the game, why not try and improve it to simply more than the race that generated the most money over time wins (/yawn).
Call it a "Bureaucrat Victory" - Where the victory achivement is dynamic and needs both dust & influence to win (not just dust).
Just another idea; as I suspect most players just turn off the economic victory win condition right from the start.
It is still a stockpile win but more true in nature as it doesn't take into account what it took to get those reserves of dust and influence (the costs of the empire).
Under this model, spamming ships with dust (or influence as the United Empire) would have a negative impact on the victory condition. Sure you raise your overall military might but at a cost of lowering the Bureaucratic Win condition.
You had better put that fleet to good use.
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paralethadox
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