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Post by John Robinson on May 15, 2014 17:55:28 GMT -5
I'm looking at the Empire summary and wondering what the effect and definition of Maintenance Rate and Economy is. On the surface it seems I would want the maintenance rate to go down, and the economy to go up over time.
But what does that mean? How can I interpret the fluctuations and know what specific action to take? What is a high economy number, what is a low or bad economy number? I assume any maintenance rate over 100% is not a good thing. In my current game the date is 1.13 AE my economy is 126 and my Maintenance rate is 92%, and the Income is 60.
In simpler terms how do I know if there is a problem then find and fix it?
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Post by Cory Trese on May 15, 2014 18:35:23 GMT -5
Economy is total revenue.
Income is profit (revenue - expenses)
Maintenance is a percentage of baseline.
Things that increase maintenance cost:
- damage - over crowding - low fuel - low morale - sabotage - xenos - ship death - planet death
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Post by John Robinson on May 15, 2014 18:42:19 GMT -5
Wow! Good stuff thank you.
I never would have thought ship death or planet death would increase maintenance. There is nothing left to maintain? (lol) I guess it means the load increases for everybody else, navy has to be more active, other planets have to work harder?
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Post by fallen on May 15, 2014 23:01:57 GMT -5
John Robinson - to be clear about maintenance rate, it is a % above or below the base upkeep cost. Maybe you have some upgrades, and they cost $100 / turn At Maintenance Rate 100%, you are paying $100 / turn. At Maintenance Rate 120%, something is wrong (morale, overcrowding) and you are paying $120 / turn. This is worse than the "best case" scenario which the game is tracking for you and trying to point out that you could improve. Very often, Morale & Housing are the two easiest options to address in this area. Oh, and ships. Damaged and refueling ships.
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Post by Cory Trese on May 16, 2014 10:43:39 GMT -5
Wow! Good stuff thank you. I never would have thought ship death or planet death would increase maintenance. There is nothing left to maintain? (lol) I guess it means the load increases for everybody else, navy has to be more active, other planets have to work harder? If a Ship or Planet dies, it causes the nearby Worlds and Ships to be distressed and less efficient, driving up maintenance cost temporarily.
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Post by ChocoCrowbar on May 16, 2014 10:47:39 GMT -5
Wow! Good stuff thank you. I never would have thought ship death or planet death would increase maintenance. There is nothing left to maintain? (lol) I guess it means the load increases for everybody else, navy has to be more active, other planets have to work harder? If a Ship or Planet dies, it causes the nearby Worlds and Ships to be distressed and less efficient, driving up maintenance cost temporarily. So if the ship dies at the other end of the map, everyone is just chill?
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Post by Officer Genious on May 16, 2014 10:57:21 GMT -5
If a Ship or Planet dies, it causes the nearby Worlds and Ships to be distressed and less efficient, driving up maintenance cost temporarily. So if the ship dies at the other end of the map, everyone is just chill? Unless Cory means whatever planet is closest... x.x
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Post by Cory Trese on May 16, 2014 11:16:09 GMT -5
If a Ship or Planet dies, it causes the nearby Worlds and Ships to be distressed and less efficient, driving up maintenance cost temporarily. So if the ship dies at the other end of the map, everyone is just chill? No, the Planet that built it ... and sent their sons and daughters to Crew it ... they still feel the pain of death.
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Post by Officer Genious on May 16, 2014 11:35:25 GMT -5
Oh, the sadness.... wait!! /suddenly sits up and stares intently at nothing/ Fan fiction senses... tingling!!
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Post by Cory Trese on May 16, 2014 12:01:18 GMT -5
I think the Crews of the Faction warships fighting the 4X are almost as interesting as the wild west feel of the Star Traders RPG Quadrant.
The way the morale is all interconnected in 4X also gives a sense of a culture, a certain attitude.
A lot of House features center around morale as they are generally the more stubborn and tough ones.
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Post by John Robinson on May 16, 2014 13:53:58 GMT -5
John Robinson - to be clear about maintenance rate, it is a % above or below the base upkeep cost. Maybe you have some upgrades, and they cost $100 / turn At Maintenance Rate 100%, you are paying $100 / turn. At Maintenance Rate 120%, something is wrong (morale, overcrowding) and you are paying $120 / turn. This is worse than the "best case" scenario which the game is tracking for you and trying to point out that you could improve. Very often, Morale & Housing are the two easiest options to address in this area. Oh, and ships. Damaged and refueling ships. I was discounting the importance of Morale. My attitude towards the Empire was "suck it up people we are all in the same boat". So if I let a planet drop to morale 6 it has a direct effect on the economy, I'll be keeping a closer watch on percentages. This really demonstrates the balancing act between housing and the mines to pay for them. So that's why it's best to stay +2 on housing over current population so morale doesn't plummet in the middle of building a mine or something more costly and requiring more time to build. If I'm careful I should be able to accurately measure the economic impact of rumors about nearby aliens. I took for granted damaged ships or refueling was part of the game going on in the back ground. I notice ships weapons use water fuel, so even without damage the effects of having been in combat continue over multiple turns as your ships take longer to refuel. The great answers also create a few more questions: 1. Building Exchange 1 generates +2 Trade CP does the money fluctuate based on morale? How is "Trade CP" different from regular CP? 2. What is the relationship if any of trade CP and Trade Alliance? 3. Similar to a Stock Exchange will the profit from a Trade Alliance or Exchanges fall when a rumor of aliens, poor morale or maintenance becomes greater than 100%? There are so many ways to look at the game. Thanks for the help.
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Post by Cory Trese on May 16, 2014 13:58:04 GMT -5
You take your pick -- build hab units at +2 or run Spice Festivals.
I'm finding that they even out, depends on if you want to be proactive or reactive.
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Post by Cory Trese on May 16, 2014 14:00:24 GMT -5
Trade CP is always idle -- always making money. Trade Alliances decrease Colony Maintenance by 5%. Increases Idle CP and Trade values by $4 per point per Turn. So if you get $10 of profit per Trade point, with a Trade Alliance active, you get $14 instead. The "Rumor of Xenos" has no impact on your economy, aside from the fact that they are coming to kill you. Everyone is in the same boat, after all
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Post by John Robinson on May 16, 2014 15:03:22 GMT -5
The "Rumor of Xenos" has no impact on your economy, aside from the fact that they are coming to kill you. Everyone is in the same boat, after all That one really did make me laugh out loud. I'm sitting in the chair and still chuckling. Thanks for the straight scoop on trade CP.
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Post by Cory Trese on May 16, 2014 15:42:00 GMT -5
The "Rumor of Xenos" has no impact on your economy, aside from the fact that they are coming to kill you. Everyone is in the same boat, after all That one really did make me laugh out loud. I'm sitting in the chair and still chuckling. Thanks for the straight scoop on trade CP. No problem. You'll be happy to know I copied and pasted it from the game itself, so in P3 you will have it at your fingertips.
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