U
Unsthable
08 Oct 2023 20:52
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It has been brought up by multiple players and is worth bringing up again in the current game climate, spending space. In short as many have mentioned, spending space is prohibitively small for established players, especially with the current wind production system that has been pushed.
With Wind Turbines in such extreme shortage the only feasible method forward is having WT corporations on hand and setting local production contracts to the state. I have a country with 80 Wind Turbine corporations churning them out to maintain current farms and further farm production, and even at low quality it is almost completely chewing through the spending space limit by themselves. Last month after contracts executed left the country with a spending space of -229.80B. This month after contracts left the country with -180.58B spending space. No additional major purchases were made to manipulate the spending space downward, there were a couple contracts also in place for military quality upgrades but a negligible amount. No other needs (food, maintenance, etc) purchased from world market.
The current Wind Farm limit is 5000, which would take (currently) 250 Wind Turbine corporations at 100% production. At 80 WT corporations self-contracted the spending space is already almost completely prohibiting any other country growth and there is no reasonable way to currently get around it. I completely understand that the purpose for the spending space limit is two-fold, both to protect newer players from overspending themselves past bankruptcy and to prevent mass exploitation by advanced players that can use it to corner areas of the world market. The rigidness of the limit, however, is only going to cause more problems as more players continue to grow in the highly touted wind farm industry.
I can't tell you 'hey this is your solution' because ultimately you know the inner workings of the game better than I do. That said, here are a couple possible ideas to brainstorm in addressing the issue:
1 - Tie spending space in with population. Higher population equals higher spending space.
2 - Replenish spending space to a maximum each game month. I could be mistaken, but I believe that currently if enough purchases are made in a month to drop your spending space down to zero, it takes multiple months for the available space to build back up to the limit.
3 - Exempt local contracts from spending space. Common market and world market contracts continue to be subject to spending space limits but local market contracts (products produced by country corporations for the country) are exempt from those limits.
When you seemed to start getting bothered in an earlier discussion on communication and game mechanics you ghosted the conversation. No disrespect was intended and I actually went out of my way to be as diplomatic and sympathetic as possible. Please do not ignore this request and at least respond with your thoughts here. I really want to love the game but the GM behavior has me bothered enough that I'm almost ready to throw my hands up at the game. I'm not saying you have to agree with anything at all that I say, but please at least let there be discussion and be part of that discussion with your player base.
With Wind Turbines in such extreme shortage the only feasible method forward is having WT corporations on hand and setting local production contracts to the state. I have a country with 80 Wind Turbine corporations churning them out to maintain current farms and further farm production, and even at low quality it is almost completely chewing through the spending space limit by themselves. Last month after contracts executed left the country with a spending space of -229.80B. This month after contracts left the country with -180.58B spending space. No additional major purchases were made to manipulate the spending space downward, there were a couple contracts also in place for military quality upgrades but a negligible amount. No other needs (food, maintenance, etc) purchased from world market.
The current Wind Farm limit is 5000, which would take (currently) 250 Wind Turbine corporations at 100% production. At 80 WT corporations self-contracted the spending space is already almost completely prohibiting any other country growth and there is no reasonable way to currently get around it. I completely understand that the purpose for the spending space limit is two-fold, both to protect newer players from overspending themselves past bankruptcy and to prevent mass exploitation by advanced players that can use it to corner areas of the world market. The rigidness of the limit, however, is only going to cause more problems as more players continue to grow in the highly touted wind farm industry.
I can't tell you 'hey this is your solution' because ultimately you know the inner workings of the game better than I do. That said, here are a couple possible ideas to brainstorm in addressing the issue:
1 - Tie spending space in with population. Higher population equals higher spending space.
2 - Replenish spending space to a maximum each game month. I could be mistaken, but I believe that currently if enough purchases are made in a month to drop your spending space down to zero, it takes multiple months for the available space to build back up to the limit.
3 - Exempt local contracts from spending space. Common market and world market contracts continue to be subject to spending space limits but local market contracts (products produced by country corporations for the country) are exempt from those limits.
When you seemed to start getting bothered in an earlier discussion on communication and game mechanics you ghosted the conversation. No disrespect was intended and I actually went out of my way to be as diplomatic and sympathetic as possible. Please do not ignore this request and at least respond with your thoughts here. I really want to love the game but the GM behavior has me bothered enough that I'm almost ready to throw my hands up at the game. I'm not saying you have to agree with anything at all that I say, but please at least let there be discussion and be part of that discussion with your player base.