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Post by Officer Genious on Aug 23, 2014 19:45:52 GMT -5
So literally just a few turns after some star traders report increased activity, Thulun and Steel Song get into a Trade Embargo and crush my economy. -_-
I went from a surplus of $400 to being $-121 in one turn.
I'm now $3.5k in debt at a loss of around $300 as pop boom comes out to play.
Bug?
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Post by Cory Trese on Aug 23, 2014 20:03:25 GMT -5
Not a bug, those two Factions hate each other for a long time.
I am working on a system that will let you execute Diplomacy in these situations.
Coming soon
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Post by Officer Genious on Aug 23, 2014 20:06:27 GMT -5
Yes, but... Just a turn or two after increased Xeno activity? I had a Solar War cancel when the report of Xenos came, but having this Trade Embargo slap me out of left field almost right after kinda ruined the game there (I kinda doubt the Embargo will end anytime soon).
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Post by Deleted on Aug 23, 2014 20:07:09 GMT -5
I see in the future, politicians still have their priorities straight.
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Post by Officer Genious on Aug 23, 2014 20:12:15 GMT -5
I see in the future, politicians still have their priorities straight. Hahahaha, that's what it looks like. We'll end all wars and stuff when the Xenos come. Unless we don't. But don't even think about doing what I did that I didn't do that we can neither confirm nor deny!!
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Post by hlo on Aug 23, 2014 20:58:19 GMT -5
As mentioned in my other thread startradersrpg.proboards.com/thread/9068/xeno-activity-ends-solar-trade , it seems the politicians care about "rumors of increased xeno activities" only. Even a shooting war where ships are getting blown up do not matter to them. After struggling with constant xeno incursions in the last 7 years (currently year 9) and once get into -3000 in the treasury, I think I have the upper hand finally in that 64x32 map with 20 worlds and 1 enemy at Hard difficulty. I recovered with a current treasury of 30K and 3 xeno world left...
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Post by Cory Trese on Aug 23, 2014 21:36:39 GMT -5
It is a process of preparation, and being ready, having contingencies and knowing when to surrender a world or territory.
ST 4X is definitely not a game where constant aggression or playing "close to the wire" will yield consistent victory.
The politicians pay attention to the big, important events as reported by the Star Traders of the quadrant, which is a perfect fit for the game and game world.
What I suspect what happened was the Solar War ended, left an empty space in the conflicts engine which generated a Trade Embargo -- the natural result of a Spice or Trade imbalance in the Empire.
I think the really important and fun thing for the game engine to continue to evolve around is player choice and action-reaction for the player. Tracking huge amounts of details about the Xeno and what the Xeno are doing doesn't make a lot of sense -- the player is already paying very close attention to the ones near him or her and is engaging them in an action-reaction cycle.
I am looking forward to the rules change for "you can still make treaties with negative money" ... that should help a great deal with these complaints.
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Post by lixxx235 on Aug 24, 2014 16:07:37 GMT -5
Cory Trese: maybe have the low tier treaties cost double the current EP for no credit cost?
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Post by Cory Trese on Aug 24, 2014 16:11:03 GMT -5
Cory Trese: maybe have the low tier treaties cost double the current EP for no credit cost? Do you think increasing the EP is fair? Since players cannot run festivals or deal with new constructions, they might be limited in their ability to generate EP. I was honestly thinking that on Crazy-Impossible, we'd let the player spend themselves deeper into the negative. For anything less the Crazy, I was just going to ignore Credit cost if the player was below 0 Credits. Is that too much you think?
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Post by lixxx235 on Aug 24, 2014 16:19:31 GMT -5
I think waiting three more turns than normal would be fair, personally; when I went negative, I went I to panic mode, deconstructed all nonessential buildings and ships and ran treaties as fast as I could as soon as I got above water, so I personally think taking a few extra turns to get out of hot water for free is pretty good.
Or you could change the political simulator to get the factions to resolve disputes when you start deconstructing their buildings threateningly, but.. Might be a bit unbalanced.
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Post by hlo on Aug 24, 2014 19:58:15 GMT -5
Cory Trese: maybe have the low tier treaties cost double the current EP for no credit cost? Do you think increasing the EP is fair? Since players cannot run festivals or deal with new constructions, they might be limited in their ability to generate EP. I was honestly thinking that on Crazy-Impossible, we'd let the player spend themselves deeper into the negative. For anything less the Crazy, I was just going to ignore Credit cost if the player was below 0 Credits. Is that too much you think? Set a maximum negative limit, say -$10000 or more. You get a defeat screen if you get below that. Otherwise let people goes into deficit all they like. Essentially this is how most western governments are anyway.
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Post by Cory Trese on Aug 24, 2014 20:39:07 GMT -5
I don't think that's the type of government this game is about.
However, I do really like the idea of not limiting Diplomacy, even during negative Credits.
Letting the player spend themselves into negative money with all Credits operations doesn't seem like a good fit for our game.
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Post by squee on Aug 25, 2014 16:44:27 GMT -5
Of course, then there'd be no incentive to get more money. How about if you cannot afford a treaty, it let you go into negatives but doubles the cost with same EP? Kind of like interest payments. All the politician bashing aside, realistically I'm sure they'd be scrambling their hardest to relieve the economy.
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Post by Cory Trese on Aug 25, 2014 17:35:13 GMT -5
Of course, then there'd be no incentive to get more money. How about if you cannot afford a treaty, it let you go into negatives but doubles the cost with same EP? Kind of like interest payments. All the politician bashing aside, realistically I'm sure they'd be scrambling their hardest to relieve the economy. You and lixxx235 have named the solution. So be it!
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Post by warhog on Aug 30, 2014 16:08:37 GMT -5
Cory Trese: maybe have the low tier treaties cost double the current EP for no credit cost? Do you think increasing the EP is fair? Since players cannot run festivals or deal with new constructions, they might be limited in their ability to generate EP. I was honestly thinking that on Crazy-Impossible, we'd let the player spend themselves deeper into the negative. For anything less the Crazy, I was just going to ignore Credit cost if the player was below 0 Credits. Is that too much you think? 1 solution for easier difficulties would be an increased chance of ending said conflict the further you are in the negative. With a diminished effect the higher the difficulty is.
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