From: B Lin <lin@r...>
Date: Mon, 7 Feb 2005 11:27:29 -0700
Subject: [semi-VV] Multiple resources - a method to balancing economic might
The actual game mechanic should be diminishing returns - as you get more of something, the value of each unit decreases so that it becomes more difficult to gain significant advantages as you increase in number/power etc. Many games artificially cap unit number or resources, which just means everyone soon just hits the ceiling and you have parity without the possibility of any one side gaining a significant advantage. By using diminishing returns, you allow people incremental advantages with increased cost but in general there will be parity. So how to apply diminishing returns to a resource/economic system? You can PSB sometype of overhead cost or bottleneck. For instance, in modern society, everyone uses oil, but not everyone wants an oil refinery in their backyard - so although more oil has become available over the years, the costs of processing and the availability of processing facilities has actually gone up due to the difficulty of building new refineries and cleaning up old-defunct ones. So perhaps you can designate Planet Z as the processing facility for raw Unobtanium, able to process up to 10 units per game turn. The reason each planet doesn't have Unobtanium processing plants is that it's extremely toxic/radio-active etc. etc. So even you have access to 20 units of raw Unobtanium per turn, you can only process 10 until you expand your facility on Planet Z. Unfortunately, this makes Planet Z a key strategic target as the loss of the facilities will cripple your FTL manufacturing capacity for many turns, so you have to invest in a defense fleet and/or planetary defenses to guard your resource. This will effectively add over-head as you have now invested in a fleet for defense that could have been used elsewhere. Conversely, if you simply import your refined Unobtanium, you are not directly constrained in having to defend your source (you may have treaties or defensive pacts that may get you involved) so you don't have that "overhead" cost of defense. So resources could have different attribues - Hull material is cheap and plentiful and requires little processing and no special facilities, weapon resources are moderately expensive, somewhat limited, and, requires moderate processing (any planet can house the facilites), and FTL resource is rare, expensive and requires significant processing to be usable. Depending on how detailed you want to be, you can set up resource convoys and have to assign escorts for each resource, or simply abstract it to Y number of freighters are required to transport X amount of resource and leave it at that. This is somewhat self-limiting, as an empire grows in strength and resources, a larger portion of it's strength will be applied to infrastructure improvements and defense and can't necessarily be applied to a war front. --Binhan [quoted original message omitted]