Logo Platform
logo amplifiers simplified

Make trade companies growth logarithmic

Trade CompaniesMarketplaceEconomy

Reply
8 years ago
Jan 7, 2017, 11:55:27 AM

Hi,


After reading this thread from @Strife, I'm start thinking that the growth rate of trade companies needs to be tweaked. If you look at his numbers, the income from trade can be obscene in mid-game, making your economy and your game only a matter of I'll buy everything I need and don't care anymore.

It also can eliminate any worries and gameplay interest in getting the luxuries you need to lvl up your systems (his getting 999 of each every turn).


Actually I liked the idea on GDD about trade, and how it is implemented, but I think this exponential growth may be pernicious for an interesting gamplay in mid or late game, as you'll always be getting far more dust and luxuries than you need.

What I actually think is that underlying numbers should be tweaked to create a logarithmic instead of an exponential growht (no changes in the system, or at least in what players are seeing in GUI).


Why I suggest logarithmic and not another model, because:

  • You'll get quicker growth when unlocking these techs and building your first trade companies, thus:
    • Making them more rewarding (or at least the immediate impression)
    • Giving you a thrust in your dust and luxuries when you need it more.
  • You'll get an slower growth in late game, thus:
    • Depending in your empire size you'll have headaches due to your dust income, and some interest in getting luxuries from diplo/market/invading.
    • Mitigates the mid/late game snowballing in your economy, that in most 4X make this part of game boring.

As everything, and to be fair, I see two drawbacks (may be there are more, so you can put your comments):

  • This mid/late game snowballing may be limitaed by dust inflation planned for update 2, making no need to change actual numbers. May be even you'll need it if you want to be competitive (we'll see soon). But I think this shouldn't be the case, as if this is like this it will end up with very high incomes and prices, making this only inflated numbers without any real meaning, and can even be punishing for trade-adverse players or factions.
  • It may be punishing on higher difficulties. Still not sure about that. If you read thi linked post @SirBagel reached it on hard, and @Strife didn't mentioned which difficulty was using.

Have in mind that I think this drawbacks are only appliable to dust, as IMO avoiding the 999 luxuries per turn should be avoided even if the dust growth is managed in another way.


As final note, I undesrstand almost everyone here knows differences between exponential and logarithmic growth, but (not wanting to insult) if someone has doubts, this graph is explanatory of what I'm telling:



Just to clarify again: don't expect changes in system itself, as I think Amplitude did a good job and had very good ideas on it, I'm only asking for tweaking numbers.


What do you think?

Updated 9 months ago.
0Send private message

Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

Anonymous

Anonymous

status updated 8 years ago

This is a direction we're already looking in as regards balancing, so thanks for that suggestion! However, it's more of a balance issue than a new feature idea, so it would be more at its place in the game design forum, which we look at on a regular basis for balance issues.

Comments

Reply
Copied to clipboard!
8 years ago
Jan 10, 2017, 7:46:51 PM

Hey, it's great to see this idea as an update to the trade route thread! Update 2, as you say, might rein in some of the dust excess, but IMO it's probably not going to be resolved until the way that trade routes themselves function.

0Send private message
8 years ago
Jan 15, 2017, 11:21:57 AM

Well elaborated ideas. Maybe it could be weakened by adding more ways to sabotage traderoutes of other empires or even raid tradeships with hired pirates?

0Send private message
8 years ago
Jan 15, 2017, 2:07:21 PM
HBumblebee wrote:

Well elaborated ideas. Maybe it could be weakened by adding more ways to sabotage traderoutes of other empires or even raid tradeships with hired pirates?

May be. Not sure how it will go in future, but there's lots of possibilities in it.

sorry I have no made ideas about this.

0Send private message
8 years ago
Jan 15, 2017, 2:14:48 PM

No worries. I only meant to support you, since the traderoutes seem to be quiet unbalanced in the current version of the game.

0Send private message
8 years ago
Jan 15, 2017, 3:05:49 PM
HBumblebee wrote:

No worries. I only meant to support you, since the traderoutes seem to be quiet unbalanced in the current version of the game.

Thanks. It seems it to me, but think it's a problem of tweaking numbers. IMO base idea/design is very good.

0Send private message
8 years ago
Jan 18, 2017, 2:57:08 PM

I had trouble making money in this game. For the first 120 turns i was in negative income , thx to the Imperial first law i was actually making money until they kicked industrial off senate :P

0Send private message

Out of Vision

The OUT OF VISION status is given by the dev team to ideas that are not compatible with their vision of the game or technically not feasible.

Anonymous

Anonymous

status updated 8 years ago

This is a direction we're already looking in as regards balancing, so thanks for that suggestion! However, it's more of a balance issue than a new feature idea, so it would be more at its place in the game design forum, which we look at on a regular basis for balance issues.
0Send private message
8 years ago
Apr 10, 2017, 1:59:12 PM

Understand.

Glad to see you're trying to solve this balance issue.

Can you move this to the appropriate forum?

Thanks, and sorry for the inconvenience.

Updated 8 years ago.
0Send private message
?

Click here to login

Reply
Comment

Characters : 0
No results
0Send private message