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That said, I'm completely open to balance suggestions and further discussion. If you think certain civics, origins, or mechanics are too strong, let me know which ones and why and I can start making adjustments to bring everything in line.
I don't want to nerf the value, because any number changes would result in it being useless up to a point, then being insane when enough energy credits were obtained. Moving the number just changes it from 100k to 1 million before it becomes insane, for example. It's conceptually the "rich get richer" philosophy, and no number will make that reasonable once the game reaches a certain point.
Instead, it needs a meaningful downside or counterbalance applied. I'm still thinking of ideas, but perhaps a reasonable size increase in market fee might work (like +30% to +50%). This would make you obtain high amounts of whatever you're targeting through policy, but now to buy lets say alloys, you're spending significantly more. If anyone has ideas on how to counterbalance it, I'm open to it, because I'd like to nerf the civic without reducing the number.
It's sad to hear that you decided to remove Unique Ascension Perks. I would rather not pick the perk if I felt it's OP. Let other people have fun :(.
BTW, what happened to Utopia starting system, IIRC it had Stahl? planet type. Wanted to play in v12 and it's gone :(
Perhaps something like the more you have saved up the more people dislike for being to greedy, or hoarding too much, so you're much more likely to get declared war on.
I like the idea that saving up is both good and bad so you have to balance it yourself depending on the circumstances
@Smont: That seems like an oversight. Do you remember which tradition that is? I can add an exception to prevent it from occurring when the planet is traded.
@Southheim: Something like -trust cap per stored energy credit sounds quite severe. It means that the player would be public enemy number 1 in the galaxy later in the game, with no ability to prevent it. If it's happiness, the same problem occurs where your entire empire is at 0% happiness when you get far enough into the game. It's likely better to aim for a static penalty instead, since anything else will scale extremely harshly later on. The one scaling aspect that might make sense is to have a "tax" on energy credits based on the amount of credits stored. So for every 100 energy credits stored, it gives +6 trade value and -3 energy credits or something. Then it provides incentive to scale the trade value high enough to keep it stronger than the energy credit reduction. Value might be too much, but just a thought.
My thinking was that the ability to prevent it would be to simply spend it, and that's where the self balance would come in, you'd have to decide between - relations or profit. But on second thought maybe it'd just be tedious and not really worth it.
What about the drawback being - storage space? That way you'd need to invest a lot into storage districts, with the right numbers it could strike a nice balance?