Final Econ rule- Question for the Players

Started by snip, June 06, 2012, 09:33:33 PM

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Delta Force

Quote from: Carthaginian on June 07, 2012, 02:39:20 PM
Instead of this making more factories possible, what it is making me think is that the starting fleets and production might be too high altogether.

The starting fleets are not that high when you consider that the great powers of World War I had hundreds of thousands of tons worth of shipping in dreadnought battleships and battlecruisers alone. Seeing as shipbuilding virtually stopped during the Great War that means they were able to do most of that in around a decade or so. 15 years of peace could easily reach fleet numbers that high.

I think if we change the system to be annual instead of quarterly it will fix many of the current problems with overproduction while maintaining most of the current system.

snip

500,000 tons has been the limit from when we first had one, and it will continue to be that way. Also, I have done at bit of playing with the numbers and it looks like as far as startup goes 32 factories would be a bit much only in the relm of PP needed for max out startup army and navy and build a set of naval infrastructure (Note, Im guessing as to values with infra, but given the margins that we have in terms of PP at the start with 15 years worth of four quarters of production, it should not be an issue). However the upkeep required does leave only about 16 or so factories for additional construction of all sorts. (Note: this does include IDF's) This makes me think that 32 is the right number that gives us quite a lot of flexibility without overdoing it. The PP amount at the start of the game may be adjusted and the number fo factories may be adjusted slightly, but the numbers are close enough that we can work with them as posted for now.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

snip

Quote from: Delta Force on June 07, 2012, 03:29:26 PM
I think if we change the system to be annual instead of quarterly it will fix many of the current problems with overproduction while maintaining most of the current system.

No the system will be staying on quarters.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Carthaginian

Quote from: Walter on June 07, 2012, 03:06:23 PM
I'm not really in the mood to waste more of my time messing around with it again to be honest.

I know.
That won't change- but it does make me feel we set the bar too high initially.
So 'ere's to you, Fuzzy-Wuzzy, at your 'ome in old Baghdad;
You're a pore benighted 'eathen but a first-class fightin' man;
We gives you your certificate, an' if you want it signed
We'll come an' 'ave a romp with you whenever you're inclined.

Delta Force

How much time will we have to do navies and such once we finalize the economic system?

snip

you have 500,000 tons for a navy, and there will be hard caps on the remaining catagories that do not require much, if any customization. If you need more then that, then we can discuss it.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

Delta Force

Quote from: snip on June 07, 2012, 03:49:13 PM
you have 500,000 tons for a navy, and there will be hard caps on the remaining catagories that do not require much, if any customization. If you need more then that, then we can discuss it.

When will we have the category caps determined? Knowing how many tons per category there are will make it easier to figure out naval building plans and schedules.

snip

no catagorie caps for naval units at the start.
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

KWorld

Quote from: KWorld on June 07, 2012, 05:53:01 AM
When you say "Homeland", what's the definition?  The region bounded by your cities at game start?

Still need an answer to this question.....

snip

You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

KWorld

OK, once we know the answer to this poll, we'll know who many factories we can have without doing any expanding.  What does expansion buy us?

snip

The ability to have more factories then the cap. Given the wish for a large cap and the amount of time it would take to reach it, I think we need another way to make colonies outside of the homeland matter
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

snip

How does this sound as an alternate proposal:

QuoteFor every five factories located at a port outside of a nation's homeland (the ports it controls at the start of the game) that are located at a port with at least X IPP invested between all categories, the nation will receive one bonus IPP per quarter. The initial 32 factories may not be relocated.

I think X should be between 12 and 16, as that represents the majority or entirety of a year's worth of Industrial Development Factories. What are the thoughts on this compared to a hard cap?
You smug-faced crowds with kindling eye
Who cheer when solider lads march by
Sneak home and pray that you'll never know
The hell where youth and laughter go.
-Siegfried Sassoon

KWorld

Something to look at, to make expansion more valuable, is having factories cost on a sliding scale: ie, first factory in a port is very cheap, second is less cheap, etc.

KWorld

#29
To expand on my thought:

If, as it looks now, the maximum number of factories in the "homeland" is to be 50, and the maximum number of ports within the homeland is 7, set the maximum number of factories per port at 8.  At game start, no port may have less than 4 factories.

Costs per factory at a port:
0 existing factories - 50 IPP
1-2 existing factories - 75 IPP
3+ existing factories - 100 IPP


This will encourage colonization, while not mandating it.