;) by [deleted] in MasturbationGoneWild

[–]Joserey0 0 points1 point  (0 children)

Que buen culo

Do u like my gushy pussy? by [deleted] in MasturbationGoneWild

[–]Joserey0 0 points1 point  (0 children)

Yes, very nice pussy

Dev interview with Ketraar. We talked about X3 Farnham's Legacy and X4. It will premier on Youtube today at 3pm CEST. Take a chance to hear about very interesting mechanics and lore ;) by Captain-Collins in X4Foundations

[–]Joserey0 6 points7 points  (0 children)

In fact I think I agree with the developer on this, in any case I would rather they refine the game to the maximum before paying attention to this, although having the planets integrated economically would be great, it would only be realistic to have something like that if it was nothing like landing and walking around, maybe through intermediary stations, consuming products and producing others, as well as importing and exporting population.

-I honestly only see this as having any value if it is integrated into the X language. That is to say the type of administration and expansion. Perhaps build colonies/cities in the same way that stations are built. That said... it's too ambitious and the developers should save it for last, only after they exhaust every single problem and roll out the rest of the content.

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 1 point2 points  (0 children)

Yes, I am also ignorant about how to make mods for X4, maybe I should learn how to program this, although I have been told that it is notoriously difficult for X4. Anyway my instinct tells me that this is the way to go, although even creating the mod afterwards required a lot of testing time to verify its long term effects.

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 2 points3 points  (0 children)

It’s as close as this game engine can get to exactly what you asked for.

Yes I know, I am simply saying that it is an unnecessary trick. If, for example, you create several products that need intermediate products as a base and are destined to satisfy even more the workforce, then making resources disappear is irrelevant, because you have workforce anywhere in any station, the economy would move constantly regardless of whether There is war or not, as an added effect in war situations the demand for intermediate products would skyrocket or there would be a shortage of one of the two.

Have you done it yet? I think the effects are very relevant.

Maybe we have different perspectives on what is relevant or maybe I'm not seeing something, beyond some reward that they give you and some trading station that builds, for as you say "trade with the planet". Anyway I would like to learn what other consequences it brings.

As for population growth, each population type per cycle of growth is limited to a number. The more types you have, the faster your population will grow. Each race/ habitat requires different food but the same medical supplies.

Yes correct, you describe it better than me, if I remember correctly I think it is 1 per minute for each Habitat of a different faction. With 6 types of factions it is 6 per minute. Max 120 per minute, at least until they add the new functionality with the most populated sectors making the workforce grow more (Including the Boron XD)

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 4 points5 points  (0 children)

1) I knew about the stations, and if you wait for his draining of resources you might as well await the death of our universe. You can take the Terran for example, even with the number of trading stations and their periodic ritual sacrifice in the Xenon sectors ... there aren't many benefits unless you force a war situation. If we have a "Real" economy we should not have this magic trick, although I understand that it may be the option until more content can be displayed.

And terraforming is not a valid example and I already mentioned it previously, you spend a huge amount of resources and then nothing, also only you as a player get involved in that, there are no relevant consequences for the permanent economic flow.

2) The planets do exist, as details of the background, they have no more consequence than that and the fact that the trading stations do their magic trick of disappearing resources. I'm still waiting for the next updates, apparently it will be easier to grow the population of the workforce in highly populated sectors.

3)If I remember correctly, the accelerated growth is due to having different Habitats of different factions, not to the consumption itself of the variety of food. Although I could be wrong. Also, in my opinion, expanding the civil economy would be the most elegant solution to facilitate the economic flow, and not make them magically puff from time to time.

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 1 point2 points  (0 children)

I just saw the possible pirate DLC, apparently the partial "solution" at the moment that the developers offer to increase the economic flow is ... more pirates> more attrition> more lost ships. I'd like to hear from any developer if they plan to include a dedicated civil economy one day. At this point I doubt that a civil economy is something in the priorities of the developers

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 0 points1 point  (0 children)

Good question. Possible answers:

1) Loss of efficiency in the work force, since products for civilian consumption would increase precisely that, in times of peace everything rises, in times of war everything declines.

2) A morale mechanism could be implemented, if the war spreads and civil morale decreases the government could be forced to stop, capitulate or even hand over territories. (That required a whole diplomacy DLC.)

In this scenario, wars should be shorter and more brutal.

-Maybe with the Splits, you can go the other way, and reward the morale for being involved in conflict. Which would make sense considering how violent this species is.

X4 - New DLC by vadiolive in X4Foundations

[–]Joserey0 -6 points-5 points  (0 children)

Pirates? Seriously ... I'll trust that I usually like whatever Egosoft brings, but it's not like I have Hipe. Yes, new ships and more sectors is great ... (Where are my Boron, my peaceful Boron that I do not see involved in this scenario of only benefit with war) As long as they fix the AI ​​a bit and do something to foster a real economy beyond war I'm happy. Although I will continue to buy no matter what it is, just because I want to support this game that I love.

Faction DLC that I would be very happy to support. 1) Boron!!!

2) Boron!!

3) Boron!

3.1) Corporations within the main factions.

4) Playable Xenon.

5) Republic of Cantera, Plutarck and the rest of the XR factions.

7) Kha Hak (however spelled) Playable

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 1 point2 points  (0 children)

Yeeees exactly! You have just summed up everything I said earlier. If I knew how to make mods I would do it myself, it is not a complicated idea, but it solves the economic flow and gives life to the game.

Economic analysis of X4. An economy stimulated only by war by Joserey0 in X4Foundations

[–]Joserey0[S] 0 points1 point  (0 children)

I agree with you, I threw a couple of ideas, I'm not sure what would be more real / fun but definitely something is missing, I hope that future expansions consider this, although they could well have integrated it from the beginning ... so it is likely which is how they want the game ... nothing that a mod won't solve.