Quote:
((Planet Food Meter)+(Empire Food Meter))*population = food output
Wouldn't it just be
((Planet Food Meter)+(Empire Food Meter))= food output
where population is just part of the Planet Food Meter?
Quote:
Every last single one of those traits could be handled by unlocking better ship parts
Yes but wouldn't the ship parts contribute to a meter? (they will in any case its just whether or not other things contribute to it as well)
The point I am trying to make is that if we have a 'managable number' of meters, the game will be oversimplified And we may be forced into unbalancing situations (like I am almost sure a simple 6 numbers for one's economic state would do).
We Should try and consolidate effects, but in terms of 'numbers' for the game that are affected by things, we are going to need a large number to get a good game.
After all, we can easily make the game incredibly simple..you pick a number and the game compares that to a RNG and determines whether you win. The problem is that would eliminate strategy, fun, and immersiveness (although I'm sure some people at Vegas might disagree)
Now we will have disagreements on what the right level of simplification is. And KISS is a good reminder when the extra complication renders a very minimal increase in strategy/fun/etc. But I think simplifying the entire economic output model to 6 numbers would be terribly limiting, an excessive loss of strategy for a minor gain in simplification.
Some things like a central 'Health' Meter seem like a good idea.
Also the idea of having Government, Racial, and Various Other (Tech, Environmental, Building) Effects all listed and tabulated in the same way (such that they are more easily understood by players and AIs, and easier to program and balance) that is a good idea.