DeadAirRT / deadair_eco

Complete redesign of DA economy diffs for a dynamic universe in X4: Foundations.
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Suggestion: rebalance workforce/sec-ware effects #7

Open Vectorial1024 opened 2 months ago

Vectorial1024 commented 2 months ago

One obvious situation observed in #3 is the extreme surplus of wares. For example, in my playthrough when I have enough workforce and secondary wares, 2x Swamp Plant can support something like 13x Spaceweed with a bit of leftover. The local black markets cannot handle this much. This seems too powerful.

I see the mod already categorizes wares into several different categories:

Improved production efficiency can produce more wares, but does not consume more wares. This means the excess production cannot be easily removed other than e.g. the drain script at trade stations. Best would be to not produce them in the first place.

I am suggesting something like this:

This should ideally result in the following: