Has Shadows fixed the "too much money" issue?

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Plant
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RE: Has Shadows fixed the "too much money" issue?

Post by Plant »

ORIGINAL: Bloodly

Money? Not so much. But then, money is never the restraint(Possibly 'is not meant to be'), resources and resource transport are. And these days, resources are or can be a problem.

Then again, I'm biased. I play with the Securans and with 999k Tech costs, so things can take a very long time, which means build up isn't that much of a problem.
Securans are always rich, because of Utopian government and their natural birthrate, by the 10th year when you might have a proper hyperdrive to start colonising, they already have twice the income as most of the other races. Then they have an explosive growth rate when they start colonising.
ORIGINAL: LitcubeTo answer OPS question: no, the game still costs twice as much as a triple A title.
Hahaha


Other than the one game with mysterious money lost of 10-15k a year, I haven't had much too much money problems, I just simply build more military ships and construct more starports to build them, whenever I can.

As for wonders, they are poorly implemented, in that they aren't evenly distributed, and it makes no sense for a space faring game to have wonders that can only be built once, and without particularily interesting effects. This has always existed though in Legends, though I guess having one planets for 10 years accentuates the issue. I don't bother rushing for wonders, but I agree that per-civ instead of per galaxy makes a lot more sense.
sPOONz
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RE: Has Shadows fixed the "too much money" issue?

Post by sPOONz »

I like the wonders as they are. I think keeping them as one offs adds added strategy. Making the wonders available for all races diminishes their purpose. I have not played enough late-games to comment on their balance but I'm definitely in the 'one wonder only' camp. Too me they are interesting game changers much like when an a.i race gets their hands on an abandoned capital ship and gets an sudden advantage. Keeps you on your toes.
invaderzim
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RE: Has Shadows fixed the "too much money" issue?

Post by invaderzim »

I wouldn't mind a checkbox or slider that limits the amount of wonders you can build for an extra challenge. I find getting Open Trade Network + Unlimited Commerce and the three research doublers by midgame is a bit too powerful. There's not much in the high-tech tree that you really need to research instead of stealing except maybe Long Range Scanners (I try to simply invade independent colonies and steal Colonization tech later if I can get away with it).
sPOONz
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RE: Has Shadows fixed the "too much money" issue?

Post by sPOONz »

Perhaps it depends on how you play? I never find myself dominating the wonders, I don't rush for them tho. I guess I play a more 'roleplaying' style than 'play to win'. Can spies destroy them? That would add in some dynamics if they can.
HJFudge
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RE: Has Shadows fixed the "too much money" issue?

Post by HJFudge »

After I get a wonder or two, it certainly helps. But this last game, Ive been 300k in the red and only been able to keep afloat through selling off my tech. The economy in Shadows seems much more tight. Even after getting a wonder in this game, Im still 200k in the red. Hahaha I need to keep my warmachine active and conquering new worlds so I can keep myself from going entirely bankrupt!
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Oberst_Klink
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RE: Has Shadows fixed the "too much money" issue?

Post by Oberst_Klink »

My experience so far playing pre-warp empires is, that the ships and bases are dead cheap, but that's perhaps because they're pre-warp technology? So far I have had quite a good balance sheet. I guess I have to play a bit longer to see how it goes; but so far it's very fascinating, even for the Oberst :)
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solops
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RE: Has Shadows fixed the "too much money" issue?

Post by solops »

I'd like an option to disable all Wonders in the game setup.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
solops
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RE: Has Shadows fixed the "too much money" issue?

Post by solops »

I'd like an option to disable all Wonders in the game setup.
All that is necessary for the triumph of evil is that good men do nothing.-Edmund Burke
Liberty lies in the hearts of men and women; if it dies there, no constitution, no law, no court can save it.-Judge Learned Hand
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ASHBERY76
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RE: Has Shadows fixed the "too much money" issue?

Post by ASHBERY76 »

When you get 8+ colonies pumping the game becomes a build everything with little consequence again.Yes you can spend money on the usual crash research but the economy stil bloats beyond the game mechanics.I also think the huge amount of ships late game add lots of player management and performance issues.

Why is money so high in general? In Civ,EU,TW you never reach past 2000 gold even with rich empires.

Love the game but its never really been balanced properly.The economy and the reputation mechanics has not really mattered since vanilla and diplomacy needs enforced cool down periods after every treaty.

I hope the economy is opened up with the modding expansion.At least that's something.
endoric_MatrixForum
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RE: Has Shadows fixed the "too much money" issue?

Post by endoric_MatrixForum »

I find the early economy super simple in the new expansion, but i have not played a full long game yet.

What i do is I right away set my one colony to zero tax, let the colony hit max population and then I raise the tax rate to 45 to 50%. I usually have enough cash to make it to max population before i start building my fleet and discover hyperspace tech.

after that my one colony is the only one with tax at all.

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feelotraveller
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RE: Has Shadows fixed the "too much money" issue?

Post by feelotraveller »

ORIGINAL: endoric

I find the early economy super simple in the new expansion, but i have not played a full long game yet.

What i do is I right away set my one colony to zero tax, let the colony hit max population and then I raise the tax rate to 45 to 50%. I usually have enough cash to make it to max population before i start building my fleet and discover hyperspace tech.

after that my one colony is the only one with tax at all.


I do the same. For me it continues through the game as the large tax inflow from your max pop capital allows zero tax on all other colonies until they max out population.

The early economy is far less challenging than Legends. Getting paid for all those early mining stations while steel prices are maxed out makes it so simple. No need to tax at all. (Worth ordering your constructors before prices skyrocket as you will get them at less than half what you will pay if you wait.)
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