Improving economy

Hello.

It would be nice to add ship maintenance costs to the game. This would help alleviate the game's bloated economy. You can't spend more than half your income on fleet maintenance(we don't need riots on the planets, do we?), but there's a small caveat. Maintenance of large ships is not trivial, so they will be subject to an additional tax. Let's move from words to action. Let's look at a concrete example. Let's say our economy looks like this:

total_credit_per_sec = 100

total_metal_per_sec = 50

total_crystal_per_sec = 25

total_credit = 60000

total_metal = 30000

total_crystal = 15000

credit_per_sec = total_credit_per_sec / 2     # 50

metal_per_sec = total_metal_per_sec / 2     # 25

crystal_per_sec = total_crystal_per_sec / 2  # 12.5

max_fleet_supply = 2000

one_fleet_supply_cost_credit = credit_per_sec / max_fleet_supply     # 50 / 2000 = 0.025

one_fleet_supply_cost_metal = metal_per_sec / max_fleet_supply     # 25 / 2000 = 0.0125

one_fleet_supply_cost_crystal = crystal_per_sec / max_fleet_supply  # 12.5 / 2000 = 0.00625

frigate_supply_points = 4

frigate_maintenance_cost_per_second_credit = one_fleet_supply_cost_credit * frigate_supply_points # 0.1

frigate_maintenance_cost_per_second_metal = one_fleet_supply_cost_metal * frigate_supply_points # 0.05

frigate_maintenance_cost_per_second_crystal= one_fleet_supply_cost_crystal * frigate_supply_points # 0.025

additional_tax_capital_ship = 1

additional_tax_command_ship = 2

additional_tax_titan = 3

capital_ship_supply_points = 50

capital_ship_maintenance_cost_per_second_credit = one_fleet_supply_cost_credit * capital_ship_supply_points + ( additional_tax_capital_ship * credit_per_sec ) / 100  # 1.25 + 0.5 = 1.75

capital_ship_maintenance_cost_per_second_metal = one_fleet_supply_cost_metal * capital_ship_supply_points + ( additional_tax_capital_ship * metal_per_sec ) / 100  # 0.625 + 0.25 = 0.875

capital_ship_maintenance_cost_per_second_crystal= one_fleet_supply_cost_crystal * capital_ship_supply_points + ( additional_tax_capital_ship * crystal_per_sec ) / 100  # 0.3125 + 0.125 = 0.4375

 

Additional taxation for large ships is necessary to encourage players to build a balanced fleet. Therefore, the maintenance cost of a fleet consisting only of small ships will never exceed 50%. But a fleet consisting exclusively of large ships (40 capital ships) will cost much more. Let's say the cost of maintaining ships exceeds half of your income. Revolts break out on planets. The percentage of loyal population gradually declines, and income decreases accordingly. You can even increase the cost of maintaining large ships. The economy may even go into the red, and you won't be able to buy anything. This is the price you pay for a large, unbalanced fleet. Ultimately, the game becomes more realistic.

1,672 views 2 replies
Reply #1 Top

Ship upkeep should be about simply cutting the number of ships you can maintain as active.

A planet can maintain x number of ships not by increasing popcap, but by increasing your income which youll be able to use to have more active ships.

SoaSE 1 upkeep was extremely bad, but apparently some people think it was so good xD

Problem there was that once you lost your fleet, upkeep stayed even without the ships that you lost. Had or didnt have them. In other words, soase 1 upkeep system was moronic. I cant describe it in any other way. It killed your economy to 1/4 permanently.

Ship upkeep should be tied to the resources it requires per ship, not per pop.

Not having a fleet should mean your economy will boom fast, with active fleet youll have to balance that economic bleed, because without the bleed no fleet youre just left with turrets. 

If ships are killing your own economy, it should be possible to make them inactive, where their upkeep nearly disappears. 

 

Upkeep that would go into a minus, where you run out of resources, is when your empire would try to rob your own population in order to have the fleet. This is when depending on proportion of your negative income vs planet incomes etc., you could have that loyalty drop, then rebellions could become a thing.

So it needs a bit more nuance, but upkeep with losing planets will mean youll in time lose ability to sustain what you didnt lose. Limited upkeep could mean your ships do not regenerate, have lower rate of fire trying to conserve ammo. Ships could have 'less fuel' having their speed reduced.

.....

Hoe u guys an gals had great merry Christmas, full of peace and joy :) and wish you all people of good will a happy New Year :)

 

Reply #2 Top

Hey, thanks for the detailed feedback on the fleet upkeep!
It is unlikely that the fleet upkeep will come in this form, as Sins has always had another concept of fleet limitations. However you could try modding similar effects. 

 

Also have you tried the 1.50.6 patch? The economy has been reworked, which had an indirect, yet high impact on how fleets can be constructed.

Merry Christmas!