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  #21  
Old October 20th, 2006, 10:59 PM
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Default Re: 4x Economics

I think having to move resources around in Stars! adds a nice strategic and tactical element. And it wasn't that had to make transports to move resources around - Just use the option to set a planets' minerals to something.
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  #22  
Old October 20th, 2006, 11:57 PM
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Default Re: 4x Economics

It adds in a true value to pirating and raiding your enemies supply network. This in turn would open the door to an entire new dimension of play. Ship capture would truly mean something along with tactics to keep your battle fleet from smashing any cargo ships. Escort ships would be needed and that one little neutral that acts as a speed bump to your empire now; would become a source of supply raiding to feed your demands in a real war!
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  #23  
Old October 21st, 2006, 09:58 AM

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Default Re: 4x Economics

Labor was a valued asset in moo3. So was the efficiency of productivity, expressed in a percentage, and it was possible and obviously desirable to get that efficiency above 100%.

Things take on a whole new light when you have to worry about actually having enough people for your facilities.

moo3 also included unemployment, which would be a negative unrest factor - easy to counter, but it puts a nice check/balance on my SE mentality of "pile as many people on the planet as possible to get that space yard % bonus at its max". Basically people supply becomes a second order function with an optimal point vice a first order "more is better" system.
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