duxdarius wrote:some items have come up that I am forwarding on.
I have started running into some of these artifacts too as I start going through and doing final editing runs on the near-final chapters, so I really appreciate the extra pointers to where things are inconsistent, wrong, etc.
Trade Value. There is conflicting information between 6.0 and 7.0 on calculating or otherwise determining Commerce Output, which affects trade value. Also, it is implied but nowhere implicitly stated that you need at least 2 systems with Trade Links before you can collect trade income. In fact, it seems to imply in 8.6.3 that a single system that has a Trade Link and is a Supply Node and is in Good Order may contribute its Trade Value without any other connections.
Commerce Output is is equal Census x Commerce. This is a stat that I am pretty ambivalent about but other members of the team liked, so it stuck around (I would prefer to kill it, because it has been difficult to find any real purpose for it to exist).
Also, you make income from any active trade links that your empire controls. This was simplified from the 3-system routes from 1E, so that you just add the trade values from all systems where you have active trade links and earn that income.
And what’s with all the extra math? Like Trade income is 10% of Trade Value and dividing Agricultural Output by 2. If there’s no compelling reason for the base number to differ from the final numbers than they shouldn’t be. With Agri Output, if you want half the production, then cut the Biosphere number in half to begin with.
The trade calculation is the same as in 1E (10% of final total), except that in 1E you had to multiply 10% times each trade route instead of just taking 10% at the end, IIRC.
Agricultural output is an issue, though. The reason why it is as high as it is right now is because otherwise food production doesn't have any meaningful impact on a planet's trade value. There is also the problem that you drop the range of Biosphere values from 0-6 to 0-3 by doing that, which causes even more problems long-term.
Now, all that being said, do you guys think it would be preferable to change the commerce income rules so that you just get a fixed level of benefit from each colony output so that a colony would have a +1 trade value or a +4 trade value -- i.e., the exact amount of income you will earn if you have a trade link in the system. The only way to make that work, however, would be to have a lookup chart for each to make that calculation, especially if the stats are changed so that they are not necessarily unequal.
The problem is that we have values that don't come out even but should provide roughly the same commerce benefit to the colony. Considering your "default" homeworld from 1E, you have 60 economic output (6 RAW x 10 Census), 100 production output (10 Census x 10 Productivity), 60 agricultural output (6 Biosphere x 10 Agricultural), and 100 commerce output (10 Census x 10 Commerce). Therein lies the problem: some of the stats have a maximum of 60, while others are at 100. This wasn't a huge problem in 1E, as we only used economic output for trade route calculations. In 2E, though, it has been a balancing act. The goal is to keep the trade value for these colonies about around 6 EP, where they were before, while integrating the expanded colony outputs.
A simpler calculation, but one that wouldn't take into account the outputs, would be to change the trade value calculation for a colony to be RAW + Biosphere + Census + Productivity + Commerce + Agricultural. That indirectly incorporates them, but keeps the values lower. A homeworld would then have 6 + 6 + 10 + 10 + 10 + 10 = 52. If you weighted the RAW/Bio by doubling them, you could increase this to 64, which would give the same trade value (when divided by 10) as a 1E homeworld.
When looking at minor colonies (all stats at 3), 1E would give the colony a 9, while the above equivalent would be (3+3)x2+3+3+3+3 = 24. With the current 2E rules as written, the trade value should instead be equal to (9 + 9 + 9 + 9) / 4 = 9, or the same as in 1E.
I guess the question becomes whether the addition or average is easier to perform, or if either gives a better result? The second question would be if income values should be calculated on a system-by-system basis, or else wait until the final Commerce Income calculation as they are now.
Also, why does a planet suddenly need 2.5x as much food if it’s being blockaded? Agri Output on blockaded worlds is divided by 5 rather than halved like normal and I can see no valid reason for this at all.
That's a typo; Census used to require 5 agricultural output each instead of just 2, but then those values were halved (yes, it was already done once) to make it a bit easier to calculate.
-Tyrel