1.1.6.5 Public Beta Update Available

The Galaxy Lives On! Distant Worlds, the critically acclaimed 4X space strategy game is back with a brand new 64-bit engine, 3D graphics and a polished interface to begin an epic new Distant Worlds series with Distant Worlds 2. Distant Worlds 2 is a vast, pausable real-time 4X space strategy game. Experience the full depth and detail of turn-based strategy, but with the simplicity and ease of real-time, and on the scale of a massively-multiplayer online game.

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fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.4.9 Public Beta Update Available

Post by fruitgnome »

Star marine barracks maintance savings 10% not count on ships and bases, unless you select crew systems. But crew systems are always needed, so the barracks maintance savings has never an effect. And why maintance savings for this component? Only delete the info in the tooltip.
fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.5.3 Public Beta Update Available

Post by fruitgnome »

fruitgnome wrote: Thu Jun 29, 2023 10:40 pm Thx 4 update.
I noticed a problem today. Empire funding levels excess colony growth and research is only dependent on cash flow and not bonus income. I have at the moment 200k on cash but a negative cash flow of -20k but bonus income of 140k. I have the money to push colony growth and research but it get not noticed. I can't better explain it.
Are you aware of this bug? And today I thought, if I have cash but negative cashflow why I can't use my cash to push population growth and research? To be clear funding levels should recognize bonus incoma and cash not only cashflow.
StormingKiwi
Posts: 309
Joined: Thu Feb 11, 2021 6:35 am

Re: 1.1.5.3 Public Beta Update Available

Post by StormingKiwi »

fruitgnome wrote: Thu Jan 25, 2024 8:01 pm
fruitgnome wrote: Thu Jun 29, 2023 10:40 pm Thx 4 update.
I noticed a problem today. Empire funding levels excess colony growth and research is only dependent on cash flow and not bonus income. I have at the moment 200k on cash but a negative cash flow of -20k but bonus income of 140k. I have the money to push colony growth and research but it get not noticed. I can't better explain it.
Are you aware of this bug? And today I thought, if I have cash but negative cashflow why I can't use my cash to push population growth and research? To be clear funding levels should recognize bonus incoma and cash not only cashflow.
They absolutely should, predominantly because the bulk of reliable cashflow (as measured by the increase of the player's bank account) comes from purchases made by the private economy, like private ship building, not taxes on colonies.

I don't understand the convolution here either. While Erik has repeatedly said something along the lines of bonus income isn't real cash flow, it doesn’t matter where the cash comes from, once it is in the player's bank account it should be the player's to invest.

These economic systems within the game need work imo. Particularly the limited spending opportunities for state cash for economic development.

By the by, Erik has repeatedly said something along the lines that this growth/research spending coming solely from taxes works as intended, so it is unlikely to change.
fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.6.5 Public Beta Update Available

Post by fruitgnome »

Have you a link? I never read these lines. Dissappointing but ok.
Cauldyth
Posts: 1167
Joined: Sun Jun 27, 2010 1:24 am

Re: 1.1.6.5 Public Beta Update Available

Post by Cauldyth »

This topic has come up a few times since the game's release. Here are my thoughts on why the current system makes sense...

As a government, you have a certain amount of total manpower available. This is determined by two factors:
  • The total population size. This one is obvious.
  • The development level. This differentiates between a rural planet, where most citizens are too preoccupied with their own subsistence living to do any government work, from a highly developed planet, where the flow of luxury resources (many of which are food) frees up the population to do other things, like government work.
Now as a government, you can direct that excess productive capacity to three things:
  • Population growth. Put those people to work building more housing, more farms, more entertainment - things to encourage your population to get makin' with the babies.
  • Research. Enlist those idle workers into universities and research institutions.
  • Producing luxury goods. The government can then convert those luxury goods to money by selling and/or taxing them.
Note that the third option is a one-way conversion. Converting manpower to luxury goods and cash makes perfect sense, but converting cash to more manpower does not. You can't just write a cheque and have more workers materialize out of thin air, and you can't bribe people to stop taking care of their own needs just to do government work. They'll starve to death or die of exposure. Yes, this "manpower" resource is represented as the cash equivalent, because that's just because it's easier to understand.

As a government, you can't just build unlimited research facilities and expect them to be operational if you don't have the people to work in them. The best you can do is boost government funding to them (crash research) to make sure they have everything they need, but there's a limit to that. Building 15 more research stations doesn't help if there's no one to work them. What you need to do is increase the size and standard of living of your population. That gives people more free time, which you can then put to work for you.

It doesn't matter if a foreign government sends you a briefcase full of cash. You can't use that to just magically create more domestic workers to work on government projects.
fruitgnome
Posts: 603
Joined: Wed Jun 04, 2014 11:49 am

Re: 1.1.6.5 Public Beta Update Available

Post by fruitgnome »

What is with ai, robots, or nanite technology? And even if I have enough population, only cashflow is important for population growth and research. And this fact influence also that small empires never get a chance to grow up to be in competion to bigger empires like also the facilities that can only be build once in galaxy do.
StormingKiwi
Posts: 309
Joined: Thu Feb 11, 2021 6:35 am

Re: 1.1.6.5 Public Beta Update Available

Post by StormingKiwi »

Cauldyth wrote: Fri Jan 26, 2024 4:23 pmIt doesn't matter if a foreign government sends you a briefcase full of cash. You can't use that to just magically create more domestic workers to work on government projects.
I'd point you towards the Nordic countries, as well as the resource-rich Middle Eastern countries, which somehow do manage to "magically create more domestic workers to work on government projects".
fruitgnome wrote: Fri Jan 26, 2024 8:31 am Have you a link? I never read these lines. Dissappointing but ok.
Sorry I have never thought to bookmark the quotes.
Cauldyth
Posts: 1167
Joined: Sun Jun 27, 2010 1:24 am

Re: 1.1.6.5 Public Beta Update Available

Post by Cauldyth »

StormingKiwi wrote: Sat Jan 27, 2024 7:25 am
Cauldyth wrote: Fri Jan 26, 2024 4:23 pmIt doesn't matter if a foreign government sends you a briefcase full of cash. You can't use that to just magically create more domestic workers to work on government projects.
I'd point you towards the Nordic countries, as well as the resource-rich Middle Eastern countries, which somehow do manage to "magically create more domestic workers to work on government projects".
They import those workers, i.e. grow their population.
StormingKiwi
Posts: 309
Joined: Thu Feb 11, 2021 6:35 am

Re: 1.1.6.5 Public Beta Update Available

Post by StormingKiwi »

Cauldyth wrote: Sat Jan 27, 2024 1:34 pm
StormingKiwi wrote: Sat Jan 27, 2024 7:25 am
Cauldyth wrote: Fri Jan 26, 2024 4:23 pmIt doesn't matter if a foreign government sends you a briefcase full of cash. You can't use that to just magically create more domestic workers to work on government projects.
I'd point you towards the Nordic countries, as well as the resource-rich Middle Eastern countries, which somehow do manage to "magically create more domestic workers to work on government projects".
They import those workers, i.e. grow their population.
Correct. . . and how do they fund that population growth, if not by "bonus income"?
Cauldyth
Posts: 1167
Joined: Sun Jun 27, 2010 1:24 am

Re: 1.1.6.5 Public Beta Update Available

Post by Cauldyth »

StormingKiwi wrote: Sun Jan 28, 2024 12:50 am
Cauldyth wrote: Sat Jan 27, 2024 1:34 pm
StormingKiwi wrote: Sat Jan 27, 2024 7:25 am
I'd point you towards the Nordic countries, as well as the resource-rich Middle Eastern countries, which somehow do manage to "magically create more domestic workers to work on government projects".
They import those workers, i.e. grow their population.
Correct. . . and how do they fund that population growth, if not by "bonus income"?
They have the luxury of a local "external" population in neighbouring countries from which they can import people. No such population exists for DW2 empires.
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