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Economic Stimulus Part III


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#1 Ghostrider

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Posted 11 December 2008 - 12:17 PM

Some time ago you may remember the background developments that we put into place to form the basis of the GFFA campaign. Many of these ideas resulted in some interesting spin-offs, including a number of economic changes.

First, you will find that all the planetary base economies have been redone and these values are consistent with the planetary population, industrial level and galactic location. Weekly revenues range from $60 to $400.

This in turn formed part of the basis (along with military capabilities) to determine fleet strengths, and the whole process has now turned full circle as we have completely changed the entire basis of the planetary capture values.

Capture values are now highly indicative of the fiscal and potential military value of a planet and range from a puny $400 for a forgotten Outer-rim ball of rock, through to $3000 for a typical small trading community, up to a scary $12,000-$17,000 for a Core World of galactic significance.

For the first time, you can actually plan a viable offensive income strategy – if your fleet does not take too much damage in the process! Be careful though. Capture values only work once per planet, and you must make sure that you don’t leave planets undefended or your opponent gets a free financial gift to power their war machine in addition to the planet!
One final word of caution – these capture values are highly representative of the power of most defense fleets.

#2 coinich

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Posted 11 December 2008 - 04:16 PM

Heh, some of those core defense fleets sound real interesting about now...

How is mining handled with the new Economic Stimuluses?

#3 Phoenix Rising

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Posted 11 December 2008 - 08:15 PM

Mining facilities and freighters haven't changed significantly since the last version.

#4 Kaleb Graff

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Posted 11 December 2008 - 08:16 PM

This looks neat. My only reget is that we won't have it for 9 more days.

#5 keraunos

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Posted 11 December 2008 - 10:17 PM

Thx for yet another neat update. And small question as well - would you like to include a version without ground combat? It's fairly easy to change it in xml (<Planet_Surface_Accessible> No </Planet_Surface_Accessible> did the trick for me); the only tricky part is research facility. What about moving it into space?

As I wrote before, I do enjoy land battles as well, but it's simply too easy to defeat AI on surface - and prevent it from advancing further into your territory..

#6 TheEmpire

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Posted 11 December 2008 - 10:42 PM

This looks awsome! Now I will not have money troubles....
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#7 Ghostrider

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Posted 12 December 2008 - 07:49 AM

As I wrote before, it's simply too easy to defeat AI on surface - and prevent it from advancing further into your territory..


Not any more... ^_^

We may not have changed the units much, but there are 15 different types of garrison building now, and planets usually have more than one building. Some have over 5 garrison buildings.

So it won't be easy any more. :grin:

Edited by Ghostrider, 12 December 2008 - 07:51 AM.


#8 Phoenix Rising

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Posted 12 December 2008 - 08:18 AM

And small question as well - would you like to include a version without ground combat?

I've thought about it before, but it probably would've been more appropriate for v1.0. I can imagine a lot of people complaining about such a change too, so I'll leave that to the modders. Do it as an add-on.

#9 Kitkun

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Posted 12 December 2008 - 12:47 PM

Those Core Worlds sound scary powerful.

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#10 SpardaSon21

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Posted 12 December 2008 - 02:36 PM

Those Core Worlds sound scary powerful.


Core Worlds? I'm worried about Corellia! An entire solar system of Han Solos in CEC's finest designs is far worse than anything Coruscant can get to defend itself. Not to mention 4/5 of those finest designs have been modified beyond any semblance of legality due to the less-than-legal occupations of their owners.

Edited by SpardaSon21, 12 December 2008 - 02:37 PM.


#11 keraunos

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Posted 12 December 2008 - 03:34 PM

As I wrote before, it's simply too easy to defeat AI on surface - and prevent it from advancing further into your territory..


Not any more... ^_^

We may not have changed the units much, but there are 15 different types of garrison building now, and planets usually have more than one building. Some have over 5 garrison buildings.

So it won't be easy any more. :grin:

Still probably easier than space combat - and I expect raiding enemy planet to get rid of space station garrison will remain wise strategy, too ^_^ I'm not counting offensive operations, I've read the diaries so I expect them to be much toughter :) My only concern is defensive part.

Vanilla FoC and PR both shared the same problems: even with huge bonuses, AI fleets were unable to move forward until they conquered the planet. This make any AI incursion painfully slow and easy to counter: AI fleets hang over planet till land forces arrive (making them vulnerable to counterattack), won't react to human attack elsewhere (making significant progress possible, even with much weaker forces) and will be stopped for good if land invasion forces are defeated (and human player can defeat virtually any AI-led landing force with 10 units of land garrison and additional garrison units).

And small question as well - would you like to include a version without ground combat?

I've thought about it before, but it probably would've been more appropriate for v1.0. I can imagine a lot of people complaining about such a change too, so I'll leave that to the modders. Do it as an add-on.

Could you create a dummy building that could be used as research lab? I've tried to do this for 1.1 (when I got rid of land combat), got it working, but balance issues (AI not expanding) was too much for me, so I gave up.

#12 Ghostrider

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Posted 12 December 2008 - 05:31 PM

Could you create a dummy building that could be used as research lab? I've tried to do this for 1.1 (when I got rid of land combat), got it working, but balance issues (AI not expanding) was too much for me, so I gave up.


Pirates already get the Ground Research Facility.

#13 keraunos

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Posted 12 December 2008 - 07:11 PM

Pirates already get the Ground Research Facility.

Ah, sorry for not elaborating my point further. I was referring to one of my unfinished mods - I've got rid of land battles, and then I moved research structures to space, but then AI failed to expand completely (unknown reasons). I wanted to ask for dummy space structure for Empire and Rebellion, but I completely forgot about space factories etc. Now it won't be too difficult to create space research facility ^_^ Or so I hope :grin:

Side question - do we really need research building? I think that research should be done at the shipyards right now - it makes more sense for big shipyards that specialise in production of certain units to be able to research ships more effectively...

#14 Phoenix Rising

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Posted 12 December 2008 - 08:04 PM

Side question - do we really need research building? I think that research should be done at the shipyards right now - it makes more sense for big shipyards that specialise in production of certain units to be able to research ships more effectively...

The research options take up too much space on the UI to not use a special building for it. But to address your point, you actually need both the correct star base and the facility in order to research anything. So it's a joint effort.

Edited by Phoenix Rising, 12 December 2008 - 08:04 PM.




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