Topic: Economy Query  (Read 1680 times)

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Offline Hexx

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Economy Query
« on: September 04, 2005, 02:01:11 pm »
Does anyone know about what number the econ needs to function?
ie shipyards that will produce mostly CA's/CC's/A fe BCH's and a DN or two?

Woul the number be 5k,10k,100k a million or what?
(J'inn reworked the econ for Mirror for me so I didn't pay attention to the numbers)


Also- is there a max that can be hit in a hex?
Is it possible to have it set up so the loss of one (or two/three) key hexes
can really hurt an economy?
ie- take away 3 hexes and suddenly your not producing 2 pages of ships anymore but only one?

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Offline Dizzy

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Re: Economy Query
« Reply #1 on: September 04, 2005, 02:13:03 pm »
Depends on the gf settings. Each class has a certain percentge rating for being built.

But lets take the last few servers, and what we have seen in their yards. Mostly CA's with an equal amount of lesser CL's and FF's and DN's made. Now add up all the ships you see in the yards and total their BPV averaging this on 27 ships. That number should be the econ rating of your empire.

Roughly, 4k is considered on the low end. For map making, the econ rating for your hex depends on the map size. A 31x31 map should have 50 econ for every hex if the empires are divided evenly amongst these 1200 or so hexes.

Offline Hexx

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Re: Economy Query
« Reply #2 on: September 04, 2005, 05:17:32 pm »
Question (or problem) is this- on some servers one side or another has been almost wiped out, yet it's ability to
continue building ships is ( relatively) unimpaired.

What I'm asking (I guess) is it possible to set most empire map hexes to have an econ of say 5, and have a few asteroid belts that are 500
and a few planets of 2kish?
Something that makes it necessary for one side (or another) to actually fight over a hex for an entire server, rather than just doing last day
"hail mary" runs to grab VP's/Objectives?
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Offline Dizzy

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Re: Economy Query
« Reply #3 on: September 04, 2005, 05:26:17 pm »
Dont exceed values of 99. And keep empires around 4k+.

All that crap u are thinking about messing with econ is a waste of time.

Offline Hexx

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Re: Economy Query
« Reply #4 on: September 04, 2005, 05:31:03 pm »
Is 99 a hard limit or is it more of a "suggested" limit?

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Offline GDA-S'Cipio

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Re: Economy Query
« Reply #5 on: September 04, 2005, 06:36:12 pm »
Is 99 a hard limit or is it more of a "suggested" limit?



It's more or less a hard limit.

I suspect that the econ value of hexs are stored in a two digit array.  Once you try to go to a three digit number, weird things happen.

I've gotten 100 to work before.  But you have to watch it.  I once tried more, and the hexs wound up with wierd numbers in game.  For example, I'd assign 200 and when I'd log on I'd see 34.  Things like that.

Of course, zero is a perfectly acceptable number.  If you want to make most of the map worth zero and a few "important" hexs worth 99, you could probably convince people to fight over a few hexs to keep their shipyards going.

Or you could take a page from Skull and Jone's old CW servers, and assign all the VCs.  The map wasn't worth any victory points; They'd PM you some instructions for your side and if you wanted to earn any VCs then you had to go do what the instructions said.  Protecting or taking (random) high-econ territory did you no good.

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Offline Hexx

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Re: Economy Query
« Reply #6 on: September 04, 2005, 06:40:14 pm »
Thanks Scip

Had thought about PM's and hidden things, just not quite sure everyone trusts me as much as they should..

Was also thinking about a sort of "random event" generator. Have some program release a randomnly determined objective
at set intervals. Was going to ask Pesty about it but haven't seen him around recently.
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Offline Dizzy

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Re: Economy Query
« Reply #7 on: September 04, 2005, 07:37:16 pm »
you could probably convince people to fight over a few hexs to keep their shipyards going.

Probably not. If a race has to fight to keep their econ and they are losing already, to also take away from their shipyard is to kick them while they are down.

Econ shouldnt be tied to VC's in such a way that it has any reflection whatsoever upon the shipyard function.

Offline KBF-SkullnBonez

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Re: Economy Query
« Reply #8 on: September 04, 2005, 11:38:48 pm »
assigning secret VC hexes always seemed to work out well for the old CW campaign's, it allowed the admin to focus the ebb and flow of the campaign ,created hotspots and just generally kept things rolling. We used to write up 4 or 5 "operations" with assigned VP's for successfully achieving each objective, then a week later we would issue a new set of objectives based on how the previous weeks play evolved. Usually we also included static objectives like "Starbase PinkyGen" and "Patriarch One" from StormSeason as an example.

I don't know, i always thought that system worked fairly well
I was thinking about how people seem to read the Bible a whole lot more as they get older. Then it dawned on me; they are cramming for their finals.