Is Maintenance Too High?

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Re: Is Maintenance Too High?

Postby Moonsword on Sat 12 Aug 2017 21:10

Don't forget that as populations go up, the share of income going to the interstellar government goes down sharply.
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Re: Is Maintenance Too High?

Postby Cralis on Sun 13 Aug 2017 04:29

SCC wrote:Interstellar states in Starfire seem to devolve a lot of power to their planetary members, and the Players only deal with foreign affairs, the military, research, and colonization and not other maters like agriculture, justice and internal trade.


It just feels that way because we abstract those areas to simplify the economics for the game. However, I'm not sure what this has to do with maintenance or decompression.
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Re: Is Maintenance Too High?

Postby SCC on Sun 13 Aug 2017 14:17

Cralis wrote:
SCC wrote:Interstellar states in Starfire seem to devolve a lot of power to their planetary members, and the Players only deal with foreign affairs, the military, research, and colonization and not other maters like agriculture, justice and internal trade.


It just feels that way because we abstract those areas to simplify the economics for the game. However, I'm not sure what this has to do with maintenance or decompression.

It was more a comment on income being low for a given population
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Re: Is Maintenance Too High?

Postby SCC on Wed 16 Aug 2017 01:32

I thought process here was to both better simulate reality and keep fleet sizes under control drop population based income back to occurring only once a year, on months ending in 1, and population growth to 3% on months ending in 0. All other income would be left alone.

That was when I realized that if I was still paying maintenance monthly it would be too high, 150% of list price a year :shock: So that needs to change, I'm thinking of 3% monthly for warships (Because simply changing maintenance to yearly reintroduces the problem of too many ships and raises problems when a ship in only in service for part of a year), with 1% maybe for FT.

Science I'm thinking is now done yearly, and at triple cost, so normal EL research should consume 60% of budget.

Not sure how to adjust FT income (Because this also affects colony costs) and IU income but thinking interest goes done to 0.2% monthly.
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Re: Is Maintenance Too High?

Postby Whitecold on Wed 16 Aug 2017 23:43

I have to say I am not very fond of the idea of introducing 'special turns'
Personally I'd just increase the required HS to build, RP needed, survey points needed, unit cost and PTU/Infrastructure needed for colonization.
Income only on certain months raises the question of what happens if the player's balance goes negative, and it fixes build activity to those special turns where players get fresh money, instead of spreading it out over the year. The same I'd want science results happening spread through the year.
Otherwise I'd feel like waiting nine subturns to wait for the 'real' turn to happen where the interesting stuff happens, but that is a matter of opinion.
Also I'd be afraid by reducing maintenance that you run into lots of small numbers, which leads to rounding errors.
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Re: Is Maintenance Too High?

Postby SCC on Thu 17 Aug 2017 02:49

Whitecold, these special turns are only for population incomes, so IU, FT leasing, and CC incomes are unaffected and pay out their normal amounts every turn, part of why I'm not thinking of reducing maintenance further. (Interest is lower but it still pays out every turn).

As for running in the red, that doesn't happen. If the player doesn't have the money to pay for something, they aren't allowed to buy it, or in the case of maintenance you can not pay for it and suffer those penalties or mothball/scrap some ships or sell some IU. About the only time that something like what you describe might come would be colony missions, in which case I'd say your forced to sell some IU.

And you can still do plenty of stuff on the other turns, and making all your purchases on the one turn you get a lot of money would be a bad idea for a couple of reasons.
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