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Economic Inertia

Economic Inertia

How to put the production wheel to use

What I always found fascinating was inertia in economies. If a society has a dominant industrial sector, it can't switch to "knowledge society" overnight. It was puzzling to me, that focus in GalCiv II could be switched so quickly - it's like everybody goes to work in a factory today and tomorrow they work in a research center.

It should IMHO be a smother transition and take some time, depending on the magnitude of the change. 

The "research-wheel" with its granular, hexagonal structure (similar to the galaxy map) might contain a simple solution. What, if a setting can only "move" 3 tiles per turn (just like ships move on the galaxy map)?

GC3_Production_Wheel_mod

The indicators would be persistent, and updated each turn until the "destination" is reached, just like with ship movement indicators. In this way it is intuitively recognizable what is going on. Maybe technology could later on accelerate the industrial/economic adaptation rates (4 instead of 3 tiles change). Certain races like the Yor (installing a new program or subroutine is quicker than learning for humans) could have a bonus from the start. Even different game paces could be accounted for (playing a fast game - more tiles allowed, playing on marathon - only one tile change per turn).

I think this mechanism is easy to implement, transparent to the player and realistic. And it requires the player to plan ahead a little, adding a strategic element, without altering gameplay in any major way.

What do you guys think? Is economic momentum something you would like to have in Galactic Civilization III?

146,677 views 29 replies
Reply #26 Top

The yor are going to be so deadly this game! The drengin don't have much time left I think. The super efficient Cybernetic killers will soon be here! And I will play as them.

thanks Kryo for the info!

 

DARCA

Reply #27 Top

Quoting WIllythemailboy, reply 23
I do artificially slow down the colony rush by kneecapping the AIs pretty harshly early on. And that's without keeping research planets for myself: I build them and sell them to whichever AI I gave my econ treaty to, so I can get whatever techs they research. Once one AI starts researching tech victory, I kill them off and give the econ and research planets to the next AI on the hit list.
End of WIllythemailboy's quote

 

You slippery gypsy Willy! I love it! I'll be giving that a try!

 

Although remind me to never play a multiplayer game with you hahaha!

 

Fate,:beer:

Reply #28 Top

Economic momentum could also be affected by government types. A democracy giving large moral/culture boost but slow momentum and a dictatorship with high momentum but low research prone to rebellions or something..?

Reply #29 Top

Quoting kryo, reply 25
Brad would know better but I would expect it would have a big impact on AI players. One of their biggest strengths is that they can optimize spending everywhere every turn.
End of kryo's quote

Thanks for the official reply, Kryo! I hope we do hear from Brad on this.