Economic Model

Armada 2526 continues the great tradition of space opera games. You guide your race from its first interstellar journeys, until it becomes a mighty galactic empire. Along the way, you'll explore the galaxy, conduct research, diplomacy and trade, found new colonies, maneuver mighty star fleets, and fight epic battles.

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siRkid
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Economic Model

Post by siRkid »

One of the aspects of this game that I’m very impressed with is the economic model. In most 4X space games I grab as many planets as possible and build everything I can, on every planet. I have found that doing this in Armada 2526 will lead to disaster. A good example of what I’m talking about are the scanners. I built one on every planet and upgraded them as soon as I could afford to. When I over extended myself, I started destroying buildings to cut back on expenses. It was then that I realized that I only needed a really good scanner on one planet and the ones close to it could do without one because the coverage area was so large. Then I started looking at my space ports. No need to max them all out because you can’t afford to build battleships on every planet. Its much more effective to keep some smaller spaceports, whose upkeep is less expensive, to build your escorts and destroyers. I’m sure there our other ones out there I’m not thought of.
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Tom_Holsinger
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RE: Economic Model

Post by Tom_Holsinger »

Armada's economic model is very, very effective at teaching that war does not pay. This is not a good thing for a turn-based space 4x game.
Iceman
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RE: Economic Model

Post by Iceman »

I wish the ranges of the scanners were moddable. They're way too large IMO.
As for the economic model, it's a bit too streamlined. It leads to some doubling effects (having only one resource) like getting money *and* a cost discount for mines for example.
Star Ranger
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RE: Economic Model

Post by Star Ranger »

I'll second what Tom said - this isn't a traditional 4 x game.
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Flaviusx
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RE: Economic Model

Post by Flaviusx »

I don't even build scanners. I always grab hypersense if at all possible. (Some races can't research psych.)
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Iceman
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RE: Economic Model

Post by Iceman »

Well, scanners could be much better in the game. Besides Hypersense, there's patrolling Scouts and Survey Ships. These ships should do other things, not overlap with Scanners IMO. Some ideas were thrown around during beta.
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lordxorn
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RE: Economic Model

Post by lordxorn »

ORIGINAL: Iceman

I wish the ranges of the scanners were moddable. They're way too large IMO.
As for the economic model, it's a bit too streamlined. It leads to some doubling effects (having only one resource) like getting money *and* a cost discount for mines for example.

I respectfully disagree about your complaint of Scanner ranges being too large. When you first start, their range is hardly able to reach to the closest systems. Finally with Orbital Scanners you get something that is usefull, like out far enough to give you some lead time to invasion fleets.

Are you sure you are not confusing ship range with scanner range?

I also don't understand other people complaints about Humans and their unhappiness, I have had no riots, and only have minor disagreement with my populace. I just make sure and build Security Centers on all planets, then eventually entertainment complexes as well.

I am also perplexed about people complaining about the economic model being so unlike other Space 4x games. This game is a welcome breath of fresh in a genre that seems to be going the way of Combat Flight Sims. Ahh I miss the days of F15, F117 Stealh, Falcon, M1 Tank Abrams, Xwing, F22 by DID.
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Grandpoobah
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RE: Economic Model

Post by Grandpoobah »

ORIGINAL: lordxorn
I am also perplexed about people complaining about the economic model being so unlike other Space 4x games. This game is a welcome breath of fresh in a genre that seems to be going the way of Combat Flight Sims.


I agree 100%!!
Aurelian
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RE: Economic Model

Post by Aurelian »

ORIGINAL: Grandpoobah

ORIGINAL: lordxorn
I am also perplexed about people complaining about the economic model being so unlike other Space 4x games. This game is a welcome breath of fresh in a genre that seems to be going the way of Combat Flight Sims.


I agree 100%!!

Exactly. Not much point in buying it if it doesn't stand out from the crowd.
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Iceman
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RE: Economic Model

Post by Iceman »

ORIGINAL: lordxorn
I respectfully disagree about your complaint of Scanner ranges being too large. When you first start, their range is hardly able to reach to the closest systems. Finally with Orbital Scanners you get something that is usefull, like out far enough to give you some lead time to invasion fleets.

IIRC the last scanner's range is something like 17+17 sectors. 34 sectors is a lot of sectors. Even 17 (composition and ownership), given that ships have a max speed of 8.
Are you sure you are not confusing ship range with scanner range?


Pretty sure [;)]
The initial ship range is 15 sectors. You detect system stats within 12 sectors, on your first turn. The first scanner's range is 4+4. The last scanner's range is larger than your movement range (while you don't have the free movement tech).
If you consider the full scan range (you only detect fleets, not composition), the 2nd scanner has ~the same range as your movement range.
I am also perplexed about people complaining about the economic model being so unlike other Space 4x games.

My only "complaint" is that it is a bit too simplistic for my taste. lacks resource management IMO. But it's not really a complaint.
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