What if we just started experimenting with the Economy? It seems like a good time to do it, the game is in a relatively stable state.
What sorts of experiments do you have in mind? I've been mulling over writing a small econ simulator (time permitting, so don't hold me to it yet) just for the helluvit, so what questions would be useful to answer with such a system?
I listed my proposed changes right underneath the sentence you quoted:
1. Default Harvesters from 20->30.
-Basically, the player starts the game with the current MKII Harvesters, which gives him a significant resource bonus over what we have now with no upgrades.
2. MKII/MKIII Harvesters from 30/55 to 40/50, respectively.
-This makes the Harvester upgrades more linear and intuitive, and most importantly, easy to balance.
3. Change Military/Logistical Orbital MKI Income from 24/24 to 16/16 for both.
-It's ridiculous that at level 1, the Economic Orbital only makes SIX more resources per second than the much more powerful other two. We're going to make it double the efficiency.
4. Change Economic Orbital Stations from 32/32->80/80->160/160 to 32/32->64/64->96/96. Add new mechanic, +max resource cap, scaling by Mark.
-The new increased resource cap of Economic Command Stations gives them a unique benefit over the other two. With the new number changes, the Economic Station is also more intuitive and easier to balance.
so what questions would be useful to answer with such a system?
I'm not really trying to answer questions.
I think this whole debate over large empires vs. small empires is a little silly. I don't think the balance should be centered around that, it should be centered around personal preference and playstyle.
The new paradigm of the system I proposed is this:
Upgraded Harvesters advantages:-Kicks in as soon as the game starts, before you even leave your Homeworld, giving players who like to hang out on their first planet(s) awhile a useful option.
-Is compatible with the other three (non-Economic) Orbital Stations, making it the safer, more defensible choice.
Upgraded Econ Station advantages:-Gives significantly more resources than the Harvesters. On a 6 node planet (3 Metal and 3 Crystal), the new MKIII Econ Station would be giving around ~50 more Metal and Crystal per second than the MKIII Harvesters would.
-Increases the total resource cap for people who like to save their money for big projects (also good because the player will have more money with Econ Stations than with Harvesters, on average).
The player also has the option of going halfway down both paths:
Unlocking MKII Harvesters and MKII Econ Station advantages:-Cheaper knowledge-wise than going fully one way or another.
-Gives some of the major benefits of both.