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Comparative Economic Victory

EconomyVictory

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8 years ago
Jun 13, 2017, 10:54:28 PM

Change the Economic Victory goal to be a measurement of your advantage over the next most wealthy faction over the course of the game. Instead of being required to reach X amount of money produced over the game, you must reach X in addition to outpacing the runner up by a portion of their economy, preventing an Economic victory in a world where Empires have closely comparable economies.


This idea is meant to be taken as part of a set with my Raiding Invasions, Economic Colonialism, Economic Quadrant Privateers, and Luxury Addiction ideas to improve the  state of Economic gameplay in ES2 currently.


This would prevent players from having "close calls" in an Economic victory and force players to be more proactive about their use of Economic warfare and conflict, as it will no longer be possible to passively outpace ones opponents quickly enough to win unless ones opponents put very minimal effort into their economy.

Updated 19 days ago.
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8 years ago
Jun 14, 2017, 1:15:27 AM

Not only do I like this idea, but there could be all kinds of interesting mechanics that could play into it. Probably the most obvious being hiring privateers to block other players trade routes, but there could be entire interplays regarding crashing and exploiting the market, Offworld Trading Company-style.

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8 years ago
Jun 18, 2017, 4:43:53 PM

I can't claim to know anything about Offworld Trading Company, but I do know that with a Comparative system players would really need to put in special effort to get an Economic Victory instead of it just sort of happening and snowballing out of control in the course of normal use of Trade Routes.


Some of my other ideas in this set figure into this as well; crash someones economy by cutting them off from their preferred Luxury Addiction using Economic Quadrant Privateers (instead of wasting precious Science investing in the Military quadrant), or use a combination of Raids and Economic Colonialism to use your military superiority as leverage for economic and luxury gain. All the ideas play together extremely well.

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8 years ago
Jul 22, 2017, 7:09:00 PM

Extend the games and difficult to achieve the economic victory. Any empire would prefer to win in other ways.

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8 years ago
Jul 22, 2017, 8:01:27 PM

I'm not quite sure I understand your complaint, minurominerwin, or if you are in fact complaining.


This mechanic is simply meant to prevent Economic victory for an empire whose advantage over the runner up can be counted on your fingers, so you can't just snowball to 100,000 and beat the person who only made 99,999. Granted, it makes most sense with my Luxury Upkeep idea, since that idea creates a space for market manipulation and interesting ways to crash other peoples economies with extended blockades and trade manipulation.


To re-explain, it wouldn't be something like "Instead of reaching 1 million Dust, you must reach 1 million Dust over the runner up," but instead "You must reach 1 million Dust to be eligible for victory, AND exceed the runner up by 25% of their earnings to confirm your victory."


I've edited the original idea for clarity.

Updated 8 years ago.
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