1.5 newest beta planetary economy

Published on Thursday, November 6, 2025 By TomaSkTemplar In Sins II Feedback

At first you tried to force asteroid use for mining. Because it was the only income in SoaSE 1 and 'you' seemed to believe that soase 1 economy was better. No mining on planet, just asteroids.

At first there were no population mechanics, then in this beta you cut out most planet mining income to complete 0, then proceeded to nerf mining incomes from pop even more. Very much fun and very immersive. Not. Frustrating to play with.

This sort of economy tries to rape player into forcing them into mining asteroids. Planet mining research is very expensive and gives next to zero return in comparison. An epic fail so far.

If this is the way you want to address late game hoarding, then you better make upkeep based on fleet use, or add to that each starbase, each ship, so, that you get say 0,1% of ship cost (1/1000) per second, be added to upkeep.

Say Cobalt, 300 / 55 would cost 0,3 gold, 0,055 iron. The bigger the fleet, you could add all space installations, the higher the upkeep per hull.

If there are people who say that Soase 1 upkeep was 'good' then, those people need have this heads checked whether there is a vacuum. I am convinced there are many loud people who understand nothing and believe themselves confident in their expertise.

The bigger the active fleet and installations, the higher the costs.

Nerfing planetary income and population income is simply trying to push economy outside the planets while upgrading the planets is hugely expensive. Mining from planets will yield more than from some asteroids. Not so ? Why ? What is the point ???

First iteration having 19 population x 25 per pop, later nerfing it some more is trying to fix a problem that is not there to 15 pop per logistics slot. (previously those pop buildings in space were redundant and arent really needed) While 100 pop yields next to nothing, always inferior to the asteroid. This direction tries to make me not play the game because it tries to impose so much difficulty to the economy, while hugely disproportionately giving nearly all mining income to asteroids. Because SOaSE 1 system was so advanced and superior (LOL)

Planetary income was fine, unless youre playing on 50+ planets a 1v1.

0 planetary income and nearly useless pop income makes the beta not fun at all, because income is near-zero apart from asteroids.

You still need to put those research labs somewhere.

By how the beta is going, mining from planets will be removed because it adds useless costs and just have there some tax just like it was in soase 1R.

Is economy shielded by planet an issue from PvP environment ? Because these changes seem to be coming from that nearly-nonexistent playerbase at the cost of the majority who are not crying about non-issues.

Upkeep that ignores active fleets are what bloats late-game economy. This is what you need to look into, not planetary incomes.

It is like armies cost nothing once you buy vehicles and equip soldiers. There are huge costs tied to running active military expenses even without ordering and making new units of military equipment.

If Endgame was that you had millions of resources hanging somewhere, it is because there are no costs from active installations, ships, turrets, starbases etc. All these units in use costing nothing is what causes the hoards that never run out.

Trying to revert economy to SoaSE:R and if there are 'wise minds' who believe that having 75% of your income cut just because you have unused 2000 supply is so much disconnected from reality that it is almost funny. Say, having a parking lot, with a capacity of 2000 cars, costs you 75% of your economy ? Or 2000 cars that are running and are using up all sorts of materiel, maintenance, oils, spare parts, fuel etc.

This is the difference. If 2k active supply would take 75% of income, (instead of fixed negative incomes based on ships costs)

Youre not having the same expenses when the 2K parking lot was not used. Youre having no expenses running all the cars that you do not have. Game doesnt tell you that you have bankers stealing 75% of your income regardless, whether you have a 2K supply of active ships or not.

Your incomes will decide how big a force you might have. Or you might hoard, use up your fleet, lose it before you run out of resources because it went too big for your economy to handle.

This is how hoarding will only happen when you have only incomes with no fleet or too many items like 30 labs etc.

So far the beta economy from my view is complete and utter trash that tries to fix things upside down from a lack of understanding.

Fixing things that arent broken. Making big fleets and sustaining them is what should add to costs. Not Soase 1 system.