Well at least to a certain degree we share the same opinion which is good.
Yes, to some degree...
Removing logistic constraints was one of the main things that was done in 3rdR (or SM2) and propagated into 4thE. It has a significant effect on things like the number of missile ships, the use and size of AWs, rate of growth of colonies, etc. I don't think that in the end the effects were worth the book keeping savings but that is a personal view. I had a good number of mine layers and buoy control ships, also I had 2 FTs that accompanied each exploration fleet loaded up with maintenance, mines, DSB-L, DSB, DSB-Xr, the control systems for them, boatbays with Pn and extra Q.
I want to hit on the 3 points you mention in the 2nd sentence...
Number of Missile ships: I don't know if the SM#2 changes had any affect here. I made extravagant use of missile ships in pure ISF, and I personally was never bothered much by the missile tracking rules. I just had a number of Imp FT, built up stockpiles of missiles, and dealt with it. It never seemed like a big deal to me. ... oh well, different strokes and all that...
AW's... I think that we've covered the issues of AW's pretty well. No maintenance on emplaced AW increases their use and causes massive, massive use of them. Allowing the CFN to emplace AW's causes minefields to grow in size incredibly, and allow the empire to have an semi-unlimited fleet of minelayers. I believe that AW's should only be allowed to be laid by dedicated minelayers, which must be built, maintained, etc. and in this regard will be a severe limiting factor on the rate of growth of minefields, since it's rather unlikely that any player would build up vast fleets of minelayers...
"Rate of growth of colonies": this phrase could have two different meanings, so I'll hit both...
1. (Population Growth) I don't particularly think that population growth rates when applied to OP's and Colonies really matters much at all, particularly for OPs and COLs on T/ST's. The way I look at T/ST's is that unless you have reasons for being unable to expand a perfectly good T/ST's population (such as being at war), the best thing you can do is push hard to expand the T/ST's population to Settlement, then to Small... so that pop growth can kick in and get you to Medium ASAP. Emplacing an OP or a Col on a T/ST and just sitting around and waiting for the pop to grow just seems like a waste of a perfectly good T/ST to me... :| However, I somewhat get the gist of the direction of your suggestions...
Reduce tracking of moon populations and economies by finding some abstract way to deal with them. This was brought up ten or so years ago when Marvin was working on GSF. The idea of treating all moons in a star system similar to how each asteroid belt is currently handled in 4e, as a single merged population. As I recall, the idea was met with little to no support. Players wanted to know where their colonists were. The opinion IIRC seemed to be that it was OK to merge an AB population but not OK to merge all moon populations. I'm a bit hesitant to go against that... OTOH, perhaps it's time to reconsider...
As for using fixed EVM-like economic values for worlds at each TL, you don't know how much my heart aches to do that. As I've said to many people, I'm old school Starfire, as in pre-SM#2. And I've tried working on economic models that could use fixed EVM-like economic values. The problem that I come up against is this: Some (many? most?) players want to see constant or semi-constant and visible economic growth to their economies. This requires an incremental growth mechanism with either yearly or monthly growth. And as a result, those "fixed economic values" are never "fixed". They float just like in the PU/PTU model. Secondly, with reduced economies, it appears that trying to maintain any sense of an aggressive colonization as a powerful game strategy requires the use of incremental colonization, i.e. being able to colonize in blocks smaller than the full size of the OP, Colony, Settlement, etc., because bulk colonization is quite expensive. Oh, bulk colonization of outposts, if one looks at 4e colonization costs, max OP size (i.e. 20 PTU), and such, isn't really particularly expensive. But as you start looking at bulk costs for Colonies and Settlements is gets increasingly nasty. And Bulk colonization of a Small ... that's just down right rude, it's so expensive.
You (or perhaps it was someone else) may say ... well, just save up for that expensive bulk colonization. But from an economic standpoint, you're talking about a lot of money that you're forced to let sit around and "do nothing" (well, possibly buy up IU's in the interim), rather than just ship it out and get on with the colonization, even if it is incrementally.
Getting back to the idea of a merged moon population and merged AB populations...
If one tries to use a Fixed EVM-like system, the merged population for AB's falls apart, since that concept (in 4e) depends upon the underlying assumption that there are 2 OP's per system hex, hence 20 PU per LM of AB orbit. Thus, you end up with a non-fixed economic size ... at least if one wants to stick with those assumptions. Now, one could make some different assumptions, such as AB's closer to stars are denser than those more distant from stars, and hence there's a rough average (max population) size to all AB's regardless of distance. I made this rough guess at about a Large. However, there's also the question of whether populations in Desolate and Extreme environments actually grow. If they do not, you'd never see a "large" population in an AB in the merged pop model. About the max you might see is a Small.
These same issues would also be true if you tried to use a merged population model for moons, though with a couple of twists since you'd sort of just count up the # of moons for the merged pop. I suppose that you should have a merged moon pop for Desolate moons and Extreme moons, since the colonization costs would differ. However, you still have the same problem that merged populations that do not have a fixed size (whether floating due to AB orbit size or # of moons in the system) and thus do not mesh well into a fixed EVM-like economic value model. Frankly, if one uses this sort of merged population pool, you almost have to use an incremental population model.
However, you also seem to suggest that desolate and extreme moons could be treated similarly to the asteroid belt bonus ... as a income modifier to Planetary economies. This could be doable. It's simple enough. However, I do have to question the relative value of moons vs asteroid belts in this regard. I've always thought of asteroid belts as giant strip mines. Aside from a few near moon-sized "planetoids", you have a giant field of nicely broken up rocks just waiting to be stripped down and loaded onto ore FT's and sent off to some ore processing plants... Of course, I suppose in a sense, you've covered this disparity of value and ease of mining in your suggestion that it require TEN moons per 1 or 2% of income bonus. OTOH, that might actually be too low. Using 4e numbers, let's compare a Lg pop to an OP (ignoring all other factors). A Lg pop would have (at max) 2000 PU's, where as a
single OP would have 20 PU's (again, at max). That's 1% of the economic value of the Large ... for a single Outpost. Of course, this percentage rises if the T/ST pop is smaller or drops if the T/ST pop is VLG.
I suppose that that for a truly simple and extremely abstract model for this, you could say that for each desolate or extreme moon (and you'd probably just want to treat them the same) in the system, you get a 1% income bonus to any planetary population in the system with a Small population or larger. You'd also need the presence of an in-system CFN (which I currently define as the presence of 200 PU's in the star system, not 200 MC). However, I should say that if one was going to use this model, asteroid belt colonization should not exist either, and AB's should only contribute their AB bonus to planetary incomes.
I should note that I'm hesitant to allow for multiple asteroid belts to contribute multiple AB bonuses, because it seems to me that there's only so much raw material that any planetary economy can absorb, and that it seems to me that even a single AB is going to be strip miner's dream ... a vast, VAST strip mine of seemingly unlimited potential. Assuming a second or third (or more) AB can add additional increments of raw material to the planetary income somehow seems wrong to me. OTOH... it occurs to me that if one kept the ABB but dumped explicit colonization to the AB, you'd dumped a lot of income, since you have made the AB's outposts (merged or not) disappear... so perhaps the ABB should be higher (20%?) to account for an assumed population to the belt...
A problem that I have with this interesting and very abstract model is that you no longer have any visible populations on these moons. Are they all assumed to have OP's on them? Do these assumed OP's have assumed sensor capability? Can these assumed OP's be captured and "interrogated" for intel? And so on and so on...
Also, even if one assumes 1% for each Desolate or Extreme moon, that also assumes that all of those moons only have OP's on them. Perhaps Desolate Moons should count as 2 or 3% since they could actually have Colonies, which are worth 3 times more than an OP on an Extreme moon. Also, why bother allowing explicit colonization of extreme planets (i.e. mercury-like planets)? Why not just count them in with the moons? They're small and could be easily subsumed into the mix. I'd suggest keeping O2 aka Type B planets as explicitly colonizable, because frankly, larger O2 planets should have a higher pop cap than Settlement. Mass 1 planets are really about the same size as the largest of Jupiter's moons. OTOH, a Mass 2 planet, even a Mass 2 O2/B planet would be more Earth sized, and even if not particularly hospitable (i.e. a Desolate environment), should be capable of a Small population.
Also prorate it and the asteroid bonus by the maximum planetary population: settlement (25%), small (50%), medium (75%) and large (100%).
I've copied out a portion of your above quote because I don't understand it at all. (I realize that I may have killed the context of this sentence by removing the surrounding sentences...) Paul, could you explain what you mean here. It's completely going over my head right now...
I believe that the most interesting idea was to treat all non-T/ST planets (and O2/B planets (my addition) ) as only an abstract bonus to planetary incomes. This is a very interesting idea, since it would certainly simplify economic and population tracking. I do have a concern that you gain this bonus essentially for free (i.e. because you never had to establish any of those outposts and colonies on all those moons). OTOH, perhaps the simplification more than offsets this concern.
Another concern that I have is what about star systems without any T/ST planets or a (large?) O2 planet? Within this model, you'd have a bunch of moons, minor planets, and AB's without any major planet that could receive their income. Does that mean that economically speaking, such systems are no better than starless nexuses? Well, perhaps that would just be a "cost" for the greater benefit of this simplification. And it may be a case where the value of the benefit (greatly, in this case?) outweighs the value of the loss (i.e. no economic benefit from systems not having any T/ST/B planet)... and thus justifies the change.
I'm also concerned that players may not like the idea of colonization and income of all those moons becoming nothing more than an abstract income bonus. OTOH, if simplification in the name of playing the game more P&P style is desirable, then to that end, this sort of abstraction should also be desirable.
Thanks, PaulM.