I’m a quite new player in PU, but I’m not a new player in those kind of economic games and I’d like to write a small feedback.
I’m enjoying my time, as always, planning strategies and plotting graphs, but I really think that this game has a problem: the lack of market activity. Despite low level materials are actually traded, some intermediate materials are traded in very low volumes (10/20 items per month) and some other materials are not even traded at all (like ship parts).
It seems to be a common behavior between players to produce everything they need, from consumables to construction materials and ship parts.
This create intra-company markets that directly compete with the global market and push the game to a “single player” experience.
I think the main reason behind this, is the lack of an economy of scale in the game.
IRL, it is usually more convenient to buy raw materials or intermediate goods rather than producing them directly, but in this game, this doesn’t happen.
I think the main problem here, is the lack of fixed costs: costs that does not increase directly with produced quantities. I think a good idea would be to bound those costs to HQ lvl or total available land and this can be coupled with a little decrease in soil occupation for multiple buildings of the same type.
As the game progress, players would be motivated to dismiss their old factories to move toward higher added value production instead of just expand their HQ and build another base and increase their fixed costs.
The idea here is that players should be encouraged to go large to be profitable, instead of just building the whole supply line from raw materials extraction to finite goods.
This would also create new opportunities for new players that could not invest in costly factories, but that would be able to profit as a supplier of high lvl players.
I think that adding a new game mechanic like that would stimulate the usage of market and increase the interaction between players.
I know that there are different ideas that could achieve the same goal, but I do really think that the introduction of the concept of EoS would really benefit the game.
What do you think about?