Debt and interest

when I went into the red it still auto shuts everything down.

Could you add the ability to spend in the red. for those that need the auto shut down have a popup  to notify the player and a checkbox so no more popups for that period of red do not show.

7,688 views 7 replies
Reply #1 Top

Having the game move your sliders is a temporary fix, we are working on something better. 

There is much debate on weather you should be able to spend in the red. We will be taking another look at this soon. Allowing players to spend beyond into the negative is very easy to exploit, and most of the mechanics for dealing with negative spending are not fun. Retiring ships, shutting down factories, etc. But we will be updating the existing system for sure. 

 

Reply #2 Top

This was how it was in GC II and it was a hard mechanic that penalized RAPID colonization. Personally I would like you to keep it as it is and make it even a bit more hard, but...and its a big but..ONLY if the same rules that limit me the (human player) also apply to the AI. And... you all code the AI to deal with it and have it (the AI) fire up diplomacy screen to make trades for cash or sue for peace (if going into red for warmongering). 

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Reply #3 Top

Why not have ships and planets turn neutral if you get too indebted. The consequence of running too high deficits for too long is that (some of) your colonies rebel and (some of) your ships go pirate.

It shouldn't be just "going into the red", the effect should scale based on GDP (or the ingame equivalent).

Reply #4 Top

Quoting sweatyboatman, reply 3

Why not have ships and planets turn neutral if you get too indebted. The consequence of running too high deficits for too long is that (some of) your colonies rebel and (some of) your ships go pirate.

It shouldn't be just "going into the red", the effect should scale based on GDP (or the ingame equivalent).

This is not a bad idea at all. However, putting it in the game would require a full implementation of an economic, financial, and monetary system that is simple enough to understand but complex enough to create new avenues of gameplay.

Reply #5 Top

Quoting sweatyboatman, reply 3

Why not have ships and planets turn neutral if you get too indebted. The consequence of running too high deficits for too long is that (some of) your colonies rebel and (some of) your ships go pirate.

It shouldn't be just "going into the red", the effect should scale based on GDP (or the ingame equivalent).

 

agreed, I liked the face that you could spend into the negatives at a price.  With all the new diplomatic stuff in gcIII, things like embargo's blocades/etc become that much more useful.  having planets/ships potentially becoming split off into minor/(sub)factions of their own introduces a bunch of new & interesting possibilities for that

Reply #6 Top

Quoting Larsenex, reply 2

but...and its a big but..ONLY if the same rules that limit me the (human player) also apply to the AI.

 

I totally agree with this.

Reply #7 Top

Quoting charon2112, reply 6


Quoting Larsenex,

but...and its a big but..ONLY if the same rules that limit me the (human player) also apply to the AI.



 

I totally agree with this.

 

The AI in galciv2  operated that way up till gifted when it started getting a bonus towards things.  At normal & below it was running by the same rules, but had penalties