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Four Economic Technologies that Need (major) Help and What to Do About Them!

Four Economic Technologies that Need (major) Help and What to Do About Them!

As the kind of guy who likes to number crunch and find break-even points and really get under the skin of the game's mechanics, these are four technologies that really irk me.  They're not particularly useful, they're overshadowed by other much simpler and cost-effective alternatives, and in general can be ignored.  With the exception of refineries, I have never used any of these in a multiplayer game.  They need considerable help to enter the world of usefulness, and I have my own ideas of what can be done.

 

#1) Colony Pods

I had a little bit of trouble deciding which upgrade takes the cake for “most useless economic upgrade”, but I eventually settled on colony pods. First of all, it's a starbase upgrade, so you need to have a starbase (something very expensive and totally non-viable as a purely economic installation). It uses up one upgrade slot on that starbase, precluding other potentially necessary upgrades. So right off the bat there are lots of hurdles to using colony pods.

Even not counting the cost of the starbase, the colony pods themselves are exorbitantly expensive, priced the same as usual starbase upgrades (1800 credits, 275 metal, 150 crystal). For a measly 1.3 credits per second, this is not a good deal at all. In fact, it's overshadowed by the trade port upgrade which grants a minimum of 1.6 credits per second. In other words, even if you don't have a trade route at all, the trade port upgrade is better. Don't even get me started on the second level, which is ridiculously expensive and offers a pinch more cash.

Now, colony pods do have an upside: they can only be destroyed by destroying the starbase. Trade ports can be destroyed by bombers and the planet's population can be decimated by siege frigates. However, this argument is fairly weak since we're talking about a starbased gravity well.

How should colony pods be improved? The best option, in my opinion, would be to dramatically reduce the upgrade cost. The fact that they require a starbase and take up precious upgrade slots is a huge price to begin with, and even the monetary cost is simply out of this world compared to the benefits.  A cost of around 500 credits (making it very cheap by starbase upgrade standards) might be appropriate. Although that may seem low, it's actually still inferior to what a moderate-high loyalty planet will give you in tax income from a population upgrade. Remember that the real cost is the starbase and its upgrade capacity!

 

#2) Resource Focus

This upgrade is as close to garbage as you can get (though I eventually decided colony pods were slightly worse). I've found a few theoretical cases where it might be worthwhile, but the amount of effort to make it work just isn't worthwhile when you can spam trade ports for almost the same effect. 

The simple question a player must ask himself is whether it is more profitable to leave a trade port as a trade port, or to convert it for resource focus. For this example, I'll presume a nearly worst-case scenario for the trade port user: I'll use the 4.5 conversion rate and a (very) low estimate of 1.6 credits per second from each of your trade ports. By these numbers, you'd need 0.35 resource per second benefit in order for converting to resource focus to be worthwhile. With basic unupgraded resource focus granting an 8% boost, the planet would need a base resource income of 4.375 just to break even with what could be achieved with trade port operation. This value is utterly unachievable; basic resource focus is literally never useful.

Even if you do have the 7-lab level upgrades (we're talking about a 7th lab level upgrade here; this is end-game material!) it's still not that strong. Your trade port is likely very long by now, so let's give a (very) low-ball estimate of 2.4 credits per second income each. Again, using the 4.5 conversion rate, we require 0.53 extra resources to break even. With the 25% boost... we need approximately 2 resource income per second from the planet to be worthwhile. This is break-even condition is only possible on absurdly high-loyalty planets with 4 rocks. In other words, you need allure of the unity and induced reverence to make it work. You're better off just making your trade route longer to boost credit income, since you get so little from converting to resource-focus mode.

How should resource focus be improved? I think we can agree that resource focus should be useful only on planets with 3-4 rocks and high to very high loyalty. It should be competitive with moderate to long trade routes (with respect to what stage of the game we're in). With that in mind, I'm going to look at an 80% loyalty planet with 3 rocks and as the break-even condition. Such a planet's base resource income is 1.2 per second.

With an early-game trade route estimated at 6 jumps, this gives trade ports an income of 1.9 credits per second. With this as our target break-even, a little algebra tells us what the base extraction bonus of resource focus should be 35%. This should only serve to demonstrate how underpowered the current resource focus (at 7%, capping at 25%) really is.

Next, a late-game example for the resource focus upgrades. Let's up the trade route to 9 jumps and 12 jumps for our break-even comparison. That gives trade port income at 2.5 and 2.9 respectively, mundane as far as the late game goes. Using the same approach as before, we get extraction bonuses of 46% and 53%. Let's round that off to 45% and 55%, which are nice clean numbers.

That is where I think it should be: basic resource focus at 35% bonus, improving to 45% and 55% with its 7-lab upgrade.

 

#3) Vasari Volcanic Population Upgrade:

Appearing later in the tech tree than any other population upgrades, and being the most expensive as a result, it's surprising that these upgrades pack so little effect. The problem is that volcanic planets have very little population to begin with, and so even a large %-based modifier doesn't translate into significant absolute values.

Even if you max out the upgrade, it only gives you +60% population. This would be nice on any other type of full-sized planet, but the volcanic has only 70 population to begin with. You get a measly 42 extra population per planet for completing the upgrade line (a mere 10 population per upgrade), with two techs at the 4th level and two techs at the 5th level. This is a very expensive high-level tech that gives quite little in return and requires you to have a silly amount of volcanics.

While it is possible to have a large number of volcanics, you'd need 9 or 10 for this to be seriously worthwhile. Even presuming one in three of your planets is a volcanic (a ridiculously high proportion; I've never seen it happen), this implies an empire approximately 30 planets large, which is large enough that it should have a trade-based economy rather than a tax-based economy. By the time this upgrade is viable, it's no longer relevant.

How should volcanic population upgrades be improved? Simple: like the upgrades for terrans, deserst, and ice planets, the volcanic population upgrade should be viable for only a handful of volcanics. With that in mind, 30/60/90/120% would be reasonable modifiers. Even when maxed out, that's only 84 extra population per planet (21 per upgrade level). This is approximately on par (in an absolute sense) with the terran planet upgrades that come much earlier in the tech tree.

 

#4) Refineries

I've listed a lot of junk above. I'm sure a lot of the multiplayer guys were just nodding their heads in agreement; these are things we just never see. Refineries are in a different class. Not so much useless as use-impaired. There are situations where they work, quite well even. The problem is, those situations are few and far between and in the long-run it's hard to compare to the glory of a long trade port chain.

The upshot of refineries is that (unlike resource focus) they can affect multiple planets. If you get a good junction, you might have 6 planets under the effect of a single refinery, averaging 3 extractors each. This means there are some great scenarios that just scream for refineries. The problem is that these situations are rare and far between. The average case situation leaves few viable locations for refineries and most of the time it's simpler and more cost-effective to go with trade ports.

Even if you do go for refineries on a larger scale, their effect caps off in an annoying manner that can cause two stacks of refineries in close proximity to conflict with each other. As well, trade ports just become better and better as your empire grows, while refineries don't scale. While not useless, refineries have a lot of problems, and the kicker is that they cost twice as much as trade ports.

How should refineries be improved? Seriously, just lower their cost. Move them to the same cost-range as trade ports and they'll be fine. If they were less expensive and could be deployed more easily, people would get them a lot more often. They don't have to be the best thing in the world, but they do need a little bit more edge.

 

 

That's my four cents on four sub-par economic technologies in this game.

 

152,884 views 73 replies
Reply #26 Top

What is the income of a trade port and the boost per TP in the chain?  I'm trying to figure something out...

In normal speed, trade port income is 1 + 0.1 per link.  Fast mode increases everything by 30%, so

trade port income = 1.3 * (1 + 0.1 * longest_trade_route)

 

I think its 1000c,215m,150c, so...

No, refineries are more expensive than that:  1500, 125, 175, which gives an effective credit cost of 2850.

 

Would anyone care to calculate the payoff times for a refinery based on the number of rocks in adjacent gravity wells?  Do they also received resources from extractors in the well where they are built?

Already did so; yes, they do receive from their own well as well as from adjacent wells.  They are not affected by loyalty or by extractor technologies.

Refinery (12 rock): 11 minutes
Refinery (9 rock): 15 minutes
Refinery (6 rock): 22 minutes
Refinery (3 rock): 44 minutes

By comparison:

Trade Port (12 link): 10 minutes
Trade Port (8 link): 14 minutes
Trade Port (4 link): 19 minutes
Trade Port (0 link): 24 minutes

 

So really, 7 or 8 is where refineries start to shine.

 

Reply #27 Top

Sorry about that...  I was thinking it wasn't that high...

Reply #28 Top

So do you guys think there is any chance the devs will re-adjust these tech to make them better? I fully agree that these four need serious improvement. Is it realistic that the devs will care?

Reply #29 Top

Raging Amishs idea of increasing minimum extractors on Ice and Volcanic worlds to 3 (instead of 2) would also help make refineries more valuable.

Reply #30 Top

That would increase the probability of a good spot to place refineries, but I think more to the point they need to have a lower investment to be more on par with trade ports.  I'm still all for removing 2-rock ice/volcanics.  Such a rip, particularly if they're close to home.

I'm actually going to crunch some numbers on Induced Reverence later and may add it to the list if I can't find a reasonable use for it.

Reply #31 Top

In your 0.08 calc for refineries is that just for 1 refinery?I thought the closer you get to the quota the more effiecient they become?With that number it still doesnt justify very much.By the time you can get refineries its prolly much more cost effective to get the tec that makes blackmarket cheaper.That makes tp much more valuable.Refineries shouldnt equal tp they should be better.They cost more to get,more to research,and more to place.You should get better returns for your investment.Here is what Im thinking.A refinery on a 3 rock planet should equal a tp.Since you can have planets with 2 and 4 this is middle road.All adjacent rocks are a bonus kinda like the bonus you get from tp chains.Maybe that sounds like alot but so is the bonus from 16 chains and whatnot.

Another tec which I think is very subpar is those tecs that increase your tradeship hulls.I think the first one is at tier 6?and gives you 8%.This could be useful if your eco is like 300 but in most games you may see 100.So that is 8 more a sec and if you have fleet supply its less.

Reply #32 Top

 

How do advent trade ports (converted to refineries) compare to dedicated TEC and Vasari refineries?  Once converted do they bring in the same amount of resources/second or are they inferior?

Reply #33 Top

How do advent trade ports (converted to refineries) compare to dedicated TEC and Vasari refineries?  Once converted do they bring in the same amount of resources/second or are they inferior?

TEC and Vasari refineries affect multiple plans and their rocks, don't stack past 3, and are not affected by loyalty or extractor upgrades or planet bonuses.  As a result, the comparison varies a bit.

A basic extractor at 100% loyalty earns ~0.5 resources per second, and so an 8% boost would give you 0.04 resources / second.  This means that basic resource focus does indeed give less than a refinery.  You'd need to double its efficiency in order to make it match a refinery (just in the boundaries of that one gravity well). 

Supposing my 35% value, each extractor in a resource focus well would give you 0.18 resources, meaning a Vasari/TEC refinery would need to affect about twice as many extractors than the resource focus trade port in order to match it.  Seeing as the maximum number of rocks a resource focus port can affect is 4, I think it's pretty easy to hit 8 with refineries.  So yeah, even with my massive buff resource focus is still inferior to refineries.

In your 0.08 calc for refineries is that just for 1 refinery?I thought the closer you get to the quota the more effiecient they become?

Yup, I read up on refineries and then did a quick test in game.  It's 0.08 per rock (a little more for neutrals), and it's additive for every additional refinery up to the quota.

By the time you can get refineries its prolly much more cost effective to get the tec that makes blackmarket cheaper.

Actually, that's fair enough, let's use 4:1 rather than 4.5:1 with respect to refineries.  So presuming you have 8 rocks you get 0.64 resources per refinery, which at a 4:1 rate gives you 2.56 credits per second.  For trade to exceed that, you'd need a 10 link trade route.  That's actually quite doable, but not so low as to be easily accessible, but it does demonstrate that even in this situation refineries may not be that great.

The big problem is that at a certain point trade ports are exponential and uncapped while refineries are linear and capped.  No matter what, there eventually comes a point where trade ports are just plain better than refineries.  Where should that be?  Currently for an 8-rock position it's a 10-jump trade route.  Honestly, I think this is within the low range of what is reasonable.  I still agree with you that refineries are second rate, but I'd use 'em frequently if they'd just cost less.

Reply #34 Top

 

The moral of the story:  If you are Advent, forget about Resource Focus and refineries.  If you are TEC or Vasari and you have a logistics slot with 10+ rocks near it then consider putting up a refinery if you concluded that it makes economc sense to even pay to research refineries in the first place.  (What if refineries were made to be a cheap Level 2 civics research and the Advent were given a refinery?)

Reply #35 Top

Just crunched a "best realistic case" scenario for Induced Reverence.  Now, Induced Reverence is kinda nice since it has the same absolute effect on every planet regardless of its base loyalty.  I presumed we were talking about a terran with maxed out population and 3 extractors (no extractor research or resource focus).  The effective income boost for each level comes to 2.2, and it's the same at both levels.  If you factor in 40% extractor research bonus, it goes up to 2.6.

 

This is kinda borderline, but this is effectively a best-case scenario; it's highly unlikely that you'd have a starbase already built on an economically viable planet.  Especially for Advent, starbases are used on the front lines and this upgrade has little role there.  It has a payback time of 28 minutes, which is considerably worse than a trade port, plus it consumes valuable starbase capacity.   All these things taken together make me think it needs a buff.  Not nearly as badly as colony pods needs that buff, mind you, but it's still not that great.

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Reply #36 Top

It needs to effect neighboring planets.

Reply #37 Top

My vote on refineries is to make them much better instead of reducing cost.I dont want an alternative at a higher level tec but a better structure for more cost.More envestment bigger returns sorta thing.Thats what makes it high level.Same thing with superweapons and abilities.

Reply #38 Top

I agree it would be nice if refineries simply offered better returns.

Reply #39 Top

Well, the thing that you have to realize here is that late game, refineries are going to be outclassed by trade ports unless they are in a great location with six ice/volcanics right beside them.  Refineries should shine earlier, but don't.  They are a lower tier and yet cost more.  It makes no sense.  They need a cost reduction so that you can afford them earlier.  I mean, late game, no one really cares that much about direct resource income thanks to massive trade routes and the black market.

Also, with induced reverance, you could make it semi-offensive.  You could make it so that it does affect neighboring allied planets, but also reduce the maximum allegiance of neighboring enemy planets.  That way a shot from a DE might help you culture kill their planet and then when you jump in you are almost invincible thanks to the shield pact, the researchable, and friendly culture.

Reply #40 Top

Well like I suggested make them equal to 2.5-3 creds a sec on a 2-3 rock planet and rest is bonus.Totally make them worth it mid game.Or make upgrades work for them.

Reply #41 Top


As the kind of guy who likes to number crunch and find break-even points and really get under the skin of the game's mechanics, these are four technologies that really irk me.  They're not particularly useful, they're overshadowed by other much simpler and cost-effective alternatives, and in general can be ignored. 

 

Very well written, researched and quite an informative post (and discussion). Kudos and Thanx to the OP.   k1

Reply #42 Top

Another set of techs that need help are the trade/refinery ship techs... The problem is that so few non-combat ships are destroyed that these techs are not needed.

As the income from trade and refineries is linked to the existence of their ships, rather than to the number of voyages completed, it would make no financial difference at all to drastically reduce their speed.  It would, however, make the ships far more vulnerable to destruction if they only moved at 1/3 to a 1/4 of current speed.  As it was, a substantial pirate raid used to have difficulty in destroying a civilian ship before it left the gravwell, and they didn't chase them.  Even if you find a spot where ships are crossing a grav well, and station trade raiders there, the trade ships move too quickly for it to work on auto-attack- to get any results at all requires too much micro. 

Why should the civilian ships have military speeds anyway?  A civilian ship speed reduction would just require the editing of a variable, rather than any coding.  It might open up another element of the game, or it might do very little.  However it doesn't seem to have any outstanding drawbacks, and as the trade ship techs exist, there should be an attempt to make them more viable.  Also, the amount of credit value of a destroyed trade ship might be made proportionate to the length of trade route for the affected empire, though this might require more work.

Reply #43 Top

Another set of techs that need help are the trade/refinery ship techs... The problem is that so few non-combat ships are destroyed that these techs are not needed.

Real problem is that if something actually attacks your non-combat ships (they aren't just taking incidental damage), they're going to need a lot more than a couple extra hit points to survive.  Think of construction frigates.  You could give them 3k hit points, people would still smack them with a cloud of fighters and they disappear.  Yes, frigates have a hard time catching individuals, but strike craft can swat them down with great ease.

While I agree that this tech isn't particularly useful, it's not towards the theme of this thread (which is purely economic technologies which don't give adequate returns). 

 

Reply #44 Top

Well the Advent Retribution tech is purely financial, rather than more health- the protection is that you can get extra bounty if your ships are destroyed?  Also, my point is that trade and refinery ships are not like construction ships... construction ships don't exit the grav well, so their speed isn't any protection for them, as none of the civilian ships are faster than military ships.  Strike craft aren't any good if the ships phase jump out!

If there was more opportunity to interfere with trade, ports wouldn't be as profitable.  More secure sources of income- like colony pods and planets- would then be advantaged, so the questions are linked, when you break down the finances of the techs.  

We agree that there should not be any techs that are unusable or unnecessary-  however, it is necessary that the more usable these techs become because of the increased danger to trade and civilian ships, the less reward there is going to be from basic trade ports, the standard comparison for financial efficiency. 

Finally, are constructor ships built or rebuilt more slowly than trade or refinery ships in the current version, as this also affects the viability of attacks on trade? 

Reply #45 Top

The civilian ship safety act I feel is more useful for the following situation:

You build trade ports.

You have a trade agreement with another empire.

Your ships must travel through militia occupied planets to reach the other empire.

To help protect the ships as they pass through those territories, you research civilian ship safety act.

 

This isn't an uncommon scenario, but the usefulness of the tech varies based on the map, and its effects are somewhat unnoticeable. I feel it isnt much a useful tech on single star maps, but could be very useful on multistars where trade ships have to travel very long distances to reach other empires.

Karmic Retribution is another one of those meh techs. It does allow you to get money back from other empires destroying your trade ships, but also allows other empires access to that money as well. Simply a reward system for attacking those who attack your shipping lanes.

While they aren't the best techs, I feel like the ones Darvin posted are far less effective and need more immediate attention.

Reply #46 Top

I don't want to repeat what Darwin said, but those payoff numbers for refineries are quite reasonable IMO.

I have a question from a Vasari POV.

Vasari's get their refinery at civic 3 and their trade at civic 4.  You do require 3 levels of resource techs to unlock the refinery, but that's not bad per se (I crunched numbers and getting 4 levels of vasari resource techs will pay off in 15 minutes with 21 extractors, or roughly 7 planets and no neutrals - not a bad return).

Strategically, 4 civic labs for vasari is not a very high priority, aside from trade ports.  The diplo pacts and culture damage buff are nice, but certainly not *needed*.  If you get 4 labs, you may as well commit to 5 and grab phase tunnels.

How would things work if you just built refineries everywhere that had 8+ extractors, avoiding overlap? Those refineries would pay off faster than going civic 4 and getting TP's, especially considering that you could realisitcally pull this off with 4 planets.

An 8 extractor refinery works out to 2.88 credits per second - I don't know offhand what trade chain that corresponds to, but when you reach it you could just tear down extractors for TP's, taking advantage of the scuttling refund tech while you are at it.

I'll have to try this ...

Reply #47 Top

If you get 4 labs, you may as well commit to 5 and grab phase tunnels.

Essentially, Vasari build 2 civics to access ice/volcanics, 3 to access culture, 4 to access trade, and 5 to access phase stabilizers.  While there are a few other useful techs at each of these levels, they aren't going to drive you to pick up the civic labs on their own.

Vasari players often don't need phase stablizers in their current situation and may stop at 4 labs, but you are correct that very often they do go for phase stabilizers immediately afterwards.

How would things work if you just built refineries everywhere that had 8+ extractors, avoiding overlap?

Easier said than done.  Unless you're pockmarked with neutrals (in which case refineries would be a better approach) trade port chains are easy to build and often have higher returns.  As I've already mentioned, I always build my trade ports in chains of at least 4, which is comparable to 8-rock refineries. 

The difference is that 8-rock refineries are very limited in where they can be placed.  They are more expensive than trade ports (two refineries costs nearly as much as four trade ports) which means the alternate plan of just expanding a long trade chain is a lot more feasible by comparison.  The biggest problem is that for a very large empire, trade ports just get so efficient it's hard to even consider anything else. 

An 8 extractor refinery works out to 2.88 credits per second - I don't know offhand what trade chain that corresponds to, but when you reach it you could just tear down extractors for TP's, taking advantage of the scuttling refund tech while you are at it.

That's equal to a 12-link trade port chain.  The problem, as mentioned, isn't that it becomes useless when you have 12 or more links (because that's really only typical of late-game 3v3 or larger) but rather that it's costly to build in the first place.  If I haven't yet reached a logistics cieling, I can build two trade ports to every one refinery.  Comparing that one 8-rock refinery against 2 trade ports only requires that the trade ports have a single jump trade chain.

The problem is, by the time you're seriously running into logistics issues (for any reasonably-sized empire) your trade port chain should be at least approaching those very large lengths.

Reply #48 Top

I just don't consider that enough trade ships are being destroyed in games to make their techs valuable, even compared to the dubious wares proffered by the four techs from the original thread.  Also, having the trade ships so fast greatly hinders the effectiveness of the pirates at what should be their main purpose.. as it is the pirates are a threat to planets and starbases, but trade ships can often escape by leaving the grav well!

The solution, to slow trade and refinery ships to a quarter or at most a third of their current speed, impacts on nothing else.  It's simple, and will only add to the game. 

Reply #49 Top

There's still a lot of tech that sucks/isn't priced fairly, but again that isn't the scope of the thread.  I made thread a while back on tech in general that needed help but it fell into oblivion.  I mean look at Visari Wave upgrades.  Why are these so high on the tech tree when TEC and Advent HC weapon upgrades come much lower on the tree AND benefit more ship types?  The problem is Ironclad priced all research based on tech level, not on usefulness.  And since the game came out, I don't think Ironclad has ever bothered too much with research tree balance.

Reply #50 Top

There's still a lot of tech that sucks/isn't priced fairly, but again that isn't the scope of the thread

Precisely, these are technologies, upgrades, or structures that have a certain financial cost and provide a certain financial benefit.  They are not strategic in any way, and are very strictly an economic investment.

I've agreed with DesConnor that the civilian safety upgrade is (in general) an underpowered upgrade, but it doesn't fit with the scope of this thread.  If I make a followup thread on worthless military technologies, I'll include it on the list, since the civilian ship safety act is more military and strategic in nature than economic.  Its strategic purpose may be economic, but it's still a strategic investment rather than an economic one.

I mean look at Visari Wave upgrades.  Why are these so high on the tech tree when TEC and Advent HC weapon upgrades come much lower on the tree AND benefit more ship types?

Hah, the wave upgrades have nothing on the pulse beams or the bombardment range upgrades.  Those are wickedly expensive and highly limited and ineffective.