Special Goods and Hyperspace Nodes

A forum for general discussion and announcements.
Mercury
Mercury
Chriz
Praetorian Empire
Brend
Veolian Commonwealth
The Lifebringer Clans
The Lifebringer Clans

Special Goods and Hyperspace Nodes

Post Mercury » Tue Sep 27, 2011 6:26 pm
User avatar
Mercury
Storyteller
 
In order to make prices amongst special goods slightly more consistent (in line with raw materials and products), I am considering making hyperspace cost 4 (:information) and 4 (:exotic-matter-devices) instead of the current 1 of each. Naturally the prices of Hyperspace Lanes would be cut by the same factor.

What do people think?
Post Praetorian Empire » Tue Sep 27, 2011 6:46 pm
User avatar
Praetorian Empire
Faction
 
I am in favor of consistency. This does mean u will need less hyper space nodes for the hyper space lanes right? In my opinion the upkeep cost for hyper space lanes is still too high to be viable.
Post Veolian Commonwealth » Tue Sep 27, 2011 7:45 pm
User avatar
Veolian Commonwealth
Faction
 
I like the fact that the special goods aren't one big bowl of exactly the same thing. It reflects the difference in technology, and, in my opinion, it allows players to formulate different strategies based on their own interests. That being said, the current 1:1 ratio is not exactly required to allow different strategies.

Maybe a 2 (:information) + 2 (:emds) can be used? This halves the number of required zones for the same output of (:hyperspace-nodes), but does not take away the fact that they are cheaper to produce (then again, they are needed in larger quantities than (:mtcf) are bought either way...)


As to the upkeep point (which is slightly off-topic): I find the upkeep cost of a hyperspace lane to be fair, it is just something that small economies do not require. I think that the construction of a hyperspace lane is a viable option, once one reaches trade capacities in the 5000+ (:tradecap). Having a hyperspace lane (even of the lowest quality, quality 2) improves your effective trade capacity by at least a 50% of the capacity available before the hyperspace lane is operational (based on trade routes with a factor of 3.0 or less, which covers most everyone neighbouring the bozzy spine).

Assuming yout combined trade fleets have a total of 5000 (:tradecap) assigned on factor 3.0 routes you only pay a measly 200 (:tax) / (:turn) for an increase in (:tradecap) that would cost you 2500 (:mtcf) (due to the factor dropping from 3.0 to 2.0). These 2500 (:mtcf) amount to 1 625 000 (:tax). Which means that, starting without any hyperspace lanes, you invest 10 000 (:tax) to get a quality 2 hyperspace lane, and pay 200 (:tax) / (:turn). Breaking even with the other posibility, the investment of 2500 (:mtcf), would take roughly 8075 (:turns).

(In reality, of you have all your fleets assigned on factor 3.0 routes, the break-even point would be 3077 (:tradecap). I have used the 5000 (:tradecap) number to compensate for the fact that upkeep has to be paid. Something which is somehow not necessary if you stick to three trade fleets with a combined capacity of 3077 (:tradecap).)
Post The Lifebringer Clans » Tue Sep 27, 2011 11:27 pm
User avatar
The Lifebringer Clans
Faction
 
I agree with Brend. Not every special good / technology / option needs to be a viable strategy for a beginning player. I've run the numbers at some point, just after the hyperspace node rules were defined, and while I don't remember the details, I think I arrived at similar figures as Brend has. When you're moving 5000 (:tradecap) a turn, you're definitely going to want a lane. Most of us just aren't near 5000 (:tradecap) yet.

Return to General Discussion