Increasing the economic incentives of specialized empire production

Maybe the first a bit lower as it is basically another full permit (475 area - unused vs. 450 + unused from permit 1).

But I think that for example extra space on your HQ planet would be interesting so that your HQ would actually have more meaning. Like for example + 10 area per HQ level and +5 area for additional permits. I think that will be interesting with corp HQ bonus as it would incentivise having the HQ and corp HQ at the same planet which would mean more sub corps for HQ locations (sub corps with different specializations = comp wide bonus if you want to go further down that road?).
(Just throwing ideas around, company wide bonus would need to be unbound from HQ position for that, or it could be coupled to CoGC instead of system color)

1 Like

Most of these I agree with.

sub corps with different specializations

I dont think this is a great idea, cause it makes things even tougher for small corps.
They won’t have the resources to spin up tons of subcorp hqs and subcorps are kinda clunky.

Actually we could marry this up with my earlier proposal to disconnect the HQ level with a strict number of permits. (reminder- HQ would give you points toward new bases - and bases would cost different amounts of points based on location, etc) - The number of points could also be different - a base on a planet with a COGC that matches your specialty could be cheaper then one in a differetn COGC. Now we wouldn’t want it recalculated dynamically if the COGC changes - but most planets don’t really change COGC that much so I don’t think that is as much of an issue.

With that proposal you create a massive incentive to change COGC, so people would be changing COGC more regularly. The solution is have the permit cost be recalculated but allow people to go over the limit, with a mechanical debuff. Like your production is multiplied by the recprical of how much you are over the permit count only when you are over it.

1 Like

But what do HQ levels provide then?

I think a more abstract point value.
So permits would consume these points depending on what your build is.

HQ Levels do provide “permit points” - but the cost for individual bases is variable. For example, bases further from the main population centers might be 7 points, while a base on Montem would be 10 points. You can also vary based on environment - the more red the cheaper the base. It can also vary with population on a planet.

This mechanic would drive players, as they increase the HQ level, to favor moving out of the center of the universe because the could get more bang out of their permit ‘bucks’ by having bases in the fringes, with red environments and smaller - which is one of the big complaints we talk about in terms of planets ‘filling up’.

justs to post it here too, here is my basic version to have a system in place to see how players and the economy react to it and collect further feedback and improve from there:
Company wide specialization - Feedback - Prosperous Universe Community
TL;DR: A company gets a certain amount of boost (lets say 75%) which is distributed according to the distribution of all experts the company has, with a limit per profession (lets say 25%). This means you can fully specialize in three professions, or go into more but with a lower boost. And new player will have the max boost and thus have no margin disadvantage because of the system.

2 Likes

I’d be happy with this system. Its specialization and in terms of a pure % bonus system its not bad. (Although I think just having company-level experts with a higher boost per expert might be simpler and easier to understand)
I really like systems that provide an edge in permits or area cause they only provide a volume advantage.
I think systems that provide a volume benefit from specialization are better and safer than one that provides an edge on margins.
It makes it more of a reward to specialize instead of making it a mandatory thing to be profitable.
So you’re encouraged to do it if you want to grow fast or climb a leaderboard. But you never would be forced to do it (which might be the case with margins)
It can also be more aggressive with the boost. Like margins
They’re less problematic for new players.
Here’s an example how margins can get problematic.
I a specialized player, want to control the market for a good. Since I have better margins, I can force the price down to a point at which it becomes unprofitable to normal players. But is still profitable to me. So I can do that indefinitely. A similar issue can occur with volume but its less prounouced cause at least you’d take equity loses doing that.

1 Like

The thing is that increasing production volume per base through more production buildings still means that the base makes more per permit so that there too is a profitability gap which can be used to squeeze the price down.

But with the big margins the game has I don’t see a problem with driving vertical players into the reds as no matter how it is done they still have the benefits of cheaper planets and logistics, and are save from market fluctuations and spikes. They have to pay some price for it or it won’t be worth it and we would be back to the same situation we currently have.

I’d like this system a lot. It shouldnt be too restrictive and players should be relatively free to venture into other types of industry too, most things mentioned in OP would create a better incentive to specialize.