tl;dr in the endgame, it is very easy to vertically integrate your own supplies, “this base makes x, which goes into y, which goes into z” through a dozen steps with planned, reliable inputs. I suggest increasing production bonuses to companies that stay within their chosen “specialization” of maybe 3 industry types. This would require more trading among intermediate production chain steps as you would need to externalize more and more of your supply chain to achieve this, but in doing so, achieve more powerful bonuses.
The purpose of the change would be to create more incentives for trade among players. Creating power powerful combinations for players who collaborate through trade, while retaining the ability for vertical integration if so desired.
The problem, in my opinion, is that vertical integration is a little bit too easy for companies. You’re able to go from the base ingredients all the way to extremely advanced and expensive products completely internally. From H2O–> HCP → C → EPO → NR\RBH\RSE → ABH\ASE, following the chain all the way up through 4 different industries.
At first, you’re discouraged from doing this because mixing industries on a planet has a penalty. Not only from the COGC and expert bonuses which you would miss out on, but also from your empire bonuses. Stacking those is very powerful.
Once your company grows to a certain point, you can vertically integrate everything on its own COGC world. You lose the negative incentives against vertical integration: the COGC and the Experts. The only one which remains is the ~10% empire bonus, which is reasonably small. I suggest buffing that.
My proposal would end up changing production bonuses and efficiencies to add economic incentives to stay within a player-chosen few industries at an empire-wide scale. We don’t want it to be as restrictive as those on a planet, I wouldn’t want all of us having to chose which industry to focus all 30 of our bases on. I think a good number to target here is 3. Three industries which you get powerful bonuses for participating in, even unlocking potential bonuses which impact other aspects of gameplay other than just production speed.
- capacity buff to your ships (and bases!) carrying metals, making metallurgy focus easier as you’ll be hauling around many many rocks
- access to powerful specialized recipes that offer better ROI
- improved space granted per permit
- “Marketeer”: gain x% more currency when selling an item (you fabricated) to a market maker. Items bought from other players yield the normal amount.
- Your workforce requires less consumables per day
- You pay reduced taxes to planetary governments, the difference is made up via inflation
- “Govenator”: worlds require 10% less popi upkeep and COGC on worlds you govern (governor only, does not apply to parliament, upgrades increase # of planets you can apply this on, not the strength). Enables one-time prestige construction of planetary upgrades, can create a whole resource sink chain here too.
- Can bypass the plot limit on planets for settling new bases!
Now imagine each of these bonuses has its own upgrade chain, requiring resources into upgrading each aspect of them individually. For example, the permit area ability would only grand you +2 or +3 at first but eventually would become +50 before upgrades became exponentially difficult. And you couldn’t just magically reformat your bases to this every time you researched an upgrade, so its gain would only be realized slowly over time.
What this creates, in reality, is far more public trade among all players at the intermediate steps. Corporate and public cx players all should see increased incentives to specialize their empires, focusing more on trading with people to achieve the best bonuses.
While there are many levers to pull in the game, I think this long-term economic balancing is quite important. I’ve been thinking about these for a while but wanted to get them down in a semi-permanent location. I’d love to hear some inputs! I’m sure my exact numbers are off, there is way more work which could be done there. I tried presenting this from a 10,000 ft view of the systems at play here rather than specific variables which I trust Molp\Counterpoint can do good work on.
Thanks!