Planet Production 50% Balance
Posted: Mon Sep 07, 2020 18:43 UTC
The current game has planet production rate at 50%, and I was curious about what the reasoning is behind that from a game balance perspective.
Based on my calcs a colonist has a maximum value of approximately 9 credits based on credit creation rate:
1 colonist * (0.9 production rate) * (1/400 credits/colonist) = 0.0025 credits/tick.
0.0025 credits/tick / (0.00025 planet production rate) = 9 credits.
Since populating a planet costs 5 credits this means that you generate a value of 4 credits per hold unit per trade route run.
Just trading goods/ore generates 23 credits per hold unit, therefore populating planets have significantly less value than simply trading on a per turn basis. The deficit is even more pronounced when considering the sunk costs of fighters/torps/base production/additional energy production/sector defenses/etc.
So, what is the purpose of creating planet/colonists in this game mode, other than to secure trade ports, and to have a single homeworld to gain access to the planetary interest rate for your main bank? I've never really played late game so there may be something I'm not considering, but based on the current settings it feels like planetary production is a waste of time, which would just force players to go the trading route. It also feels like by the time you have enough credits to upgrade to the point that you could actually take planets they would no longer really be worth taking.
By comparison, if the 1 credit/67 colonist rate is used with the same calculation it actually generates more value than trading (48 credits / 4 turns - sunk costs). The tradeoff is that the assets are not liquid and can't be used for upgrades, and then have to be defended. This would seem to allow multiple potential strategies rather than just having a single optimal one.
As mentioned above I have never really played into the late game, so fully admit that there may be something I haven't considered. Just wanted to ask the question though to try to understand what the thinking is.
Cheers,
Based on my calcs a colonist has a maximum value of approximately 9 credits based on credit creation rate:
1 colonist * (0.9 production rate) * (1/400 credits/colonist) = 0.0025 credits/tick.
0.0025 credits/tick / (0.00025 planet production rate) = 9 credits.
Since populating a planet costs 5 credits this means that you generate a value of 4 credits per hold unit per trade route run.
Just trading goods/ore generates 23 credits per hold unit, therefore populating planets have significantly less value than simply trading on a per turn basis. The deficit is even more pronounced when considering the sunk costs of fighters/torps/base production/additional energy production/sector defenses/etc.
So, what is the purpose of creating planet/colonists in this game mode, other than to secure trade ports, and to have a single homeworld to gain access to the planetary interest rate for your main bank? I've never really played late game so there may be something I'm not considering, but based on the current settings it feels like planetary production is a waste of time, which would just force players to go the trading route. It also feels like by the time you have enough credits to upgrade to the point that you could actually take planets they would no longer really be worth taking.
By comparison, if the 1 credit/67 colonist rate is used with the same calculation it actually generates more value than trading (48 credits / 4 turns - sunk costs). The tradeoff is that the assets are not liquid and can't be used for upgrades, and then have to be defended. This would seem to allow multiple potential strategies rather than just having a single optimal one.
As mentioned above I have never really played into the late game, so fully admit that there may be something I haven't considered. Just wanted to ask the question though to try to understand what the thinking is.
Cheers,