On profitability of everything. The point I am trying to make is there is no trade offs. There is no "good short term only" investments. There are no "short term cash sinks but long term valuable" investments. There is no need in fact to think about it. If the rock exists; colonize. To paraphrase a court room comment. As I was talking with one of the ex-SMs over supper before we went to see Clash of the Titan's his comment is that the income growth is actually double-logerithmic. We stressed the system to the limit I must admit and we had lots of money.
Well, I suppose that one might describe colonization in ISF as short term money sinks, due to those emplacement times during which you got no income. In PU/PTU colonization, you start getting income the instant that your PTU's arrive on the destination world. I also think that you can call EL Research as a short term money sink with long term value.
I don't see any good short-term only investments in SF. The closest I could probably come is say that IU's are sort of like this when growth is allowed on non-habitables, since the non-habs will become an increasingly good long-term investment as their pop's grow. But since I'm envisioning not allowing non-hab growth, this would make this probably tend to put non-habs on the same level as IU's to some degree, as neither would grow.
I'm not sure what would qualify as a short-term-only investment. I suppose that one could create something like 5 or 10 month "bonds", where you put in X amount of money, and after 5 or 10 months, the bond matured and you got X+Y money back. And while leaving the money in that bond wouldn't earn more money, you could just roll the money over into another bond and keep the ball rolling, so it really ends up being a long term investment as well. (Of course, the money wouldn't be usable while sitting in the bond, and would be subject to some sort of penalty for early withdrawal.)
Maybe I'm wrong, but it seems that short-term-only investments can be turned into long term investments simply by rolling over the income after the "short term", into another purchase of this short-term-only investment with the output of the first instance of the investment.
The main gist of what I am saying is that you automatically have more money available the next turn.
If you mean you automatically have more
income available for the next turn (well, perhaps not until the next year, with yearly growth), I don't see that as an issue. (Note that I'm not talking about money being carried over in the treasury.) I don't expect to see
income levels dropping, although it may be happen to a small degree, if one didn't have any free colonization PTU's (any significant number of free PTU's) and was forced to convert PU's into PTU's to produce colonists.
Then every 10 turns you get a massive growth boom. Every 20 or so turns your economy goes up by 10% as your TL increases.
I agree that that's the case. But size of those increases aside, if you do growth every single turn, you have increased the scale of your paperwork by a factor of 10. If you do it yearly, you've reduced the amount of work required. Yes, the size of the jump in income and PU's will be larger than if you did it in 10 smaller increments. However, that's the price you pay for reducing the workload. There are no perfect solutions that provide perfect accuracy with limited paperwork.
Per turn growth is what 4thE calls for. Yes you can simplify and use growth turns, and we did in our 3rdR game but you still need to recalculate system incomes per turn more likely than not as new colonization is an ongoing process. In a PnP 3rdR I would use growth turns yes. Pools have advantages and disadvantages I am only being thorough by mentioning them. The key to reducing system book-keeping is as you say to reduce the number of moons you can colonize and reduce the number of settled planets per system.
I agree with everything you say in this paragraph. Yeah, monthly growth is the standard for 4e, but optional in SM#2. And yes, GPV's will likely need to be recalculated very often due to new colonization. Frankly, this is a downside to the PU/PTU system's incremental colonization model... too much moving around of a PTU here and a PTU there, which causes the need for regular GPV recalculations.
As for the advantages and disadvantages of pools (or anything else, for that matter), I appreciate the thoroughness. I may have misinterpreted your comments in an overly negative light and not appreciated that you were simply trying to point out the upsides and downsides of the ideas.
As the NPR I was crash colonizing a planet so don't think it won't happen. Our group really really stressed the Starfire economic model. Our MCr growth was grotesque.
I have no doubt that it's not that difficult to do just that (i.e. stressing the system and causing "grotesque" income growth). I think that it's important to consider that it's not necessary that income growth and population growth be the same thing. The two things aren't exactly the same thing in SM#2, since the TLF causes a separate between income and population (in PU's). OTOH, in 4e, they are pretty much the same thing, since EL increases enhance a world's economy by increasing the number of PU's on that world. And I'm coming to believe that one can make a strong case that doing this is a long term negative to the game's economic system because it only decreases the time it will take for your colony worlds to reach the magic "Large" population level when those worlds become major colonial source populations. On the flip side, while the TLF does enhance income (perhaps too greatly at SM#2's 10% per EL), it does not cause increases to population on any world.
Your suggestions about slowing down growth via the use of PTU growth is probably a good idea. The growth in starfire is extremely quick due to the x10 economic time multiplier. The effect of slowing down the income effects of colonies would be a knock on benefit. The cost increases for things and the decrease in incomes for 4thE were a big plus in my view. But still my outsystem income as a fraction of the total was growing quickly in my solo 4thE game. I should look and see if I have still got the spreadsheets.
I don't mind things moving along. The problem that PU based growth causes isn't so much that it increases the income of the world gaining the growth PU. The real problem is that it's increasing the number of PTU's that the empire has to use for colonization far, far too quickly... And it's not really a problem (IMHO) at the homeworld. The problem is that PU based growth creates Large populations far too quicky, not for their income, but for their ability to turn into PTU-source populations that are much closer to that empire's frontier regions, thus shortening the distances to those frontier colonies and decreasing the costs of heavy colonization. The longer you can force mass colonization to come from the homeworld the better, since it as empires grow, the cost of colonization will continue increase as the distance to those new world to be colonized grows.
It's also worth considering that PTU based growth would slow growth for world of Settlement size or smaller, since their PU/PTU CF equals 1. And all in all, it wouldn't be too bad for Small populations. PTU based growth really starts getting slower (in terms of its effect on PU totals, that is) once you transition into the Medium level.
There's also something else here to consider about the differences between SM#2 and 4e... EL Growth. In SM#2, the economic benefit due to EL increases is due to an increase in the TLF multiplier. But in 4e, the economic benefit due to EL increases is "EL Growth". Now, given the considerable size of the growth rates in SM#2, it may be that there's not all that much difference in population numbers between SM#2 and 4e. However, those are things that can be adjusted. The problem that I see with EL growth vs. a TLF multiplier is that EL growth is creating more PU's (more PU based growth, BTW) that a) could be turned around as more PTU's for colonization and b) causes all those habitable planets to grow that much faster and getting to the Large pop level that much faster. In SM#2, its higher population growth numbers aside, when your EL/TL increases, this doesn't cause a massive bump in your planets' PU totals. Yes, you get income increases, but NOT increases to your PU totals, which have long term effects on your ability to colonize more cheaply as your habitable world populations reach the Large level more quickly.
OHHHHHHH!!!!! I just realized another significant difference between SM#2 and 4e. (I hadn't realized this before. But then again, I'd only come to the conclusion about the problems of PU based growth a few days ago.) In SM#2, Harsh and Hostile populations are hard capped at Medium and Settlement. OTOH, in 4e, Harsh and Hostile populations are capped at 1500 + 200/EL and 750 + 150/EL. The problem I see with the 4e numbers here is that Harsh's are automatically Large with the ability to transition to VLg at EL3, while Hostiles start as Mediums, but transition to Large at EL2. Of course, as colony worlds, it'll take some time for them to actually reach Large, but still, Harsh and Hostile worlds both have the ability to reach Large (and above) pop level and become the same massive producers of PTU's as Benign worlds.
This is not the case with the hard pop caps used in SM#2. An SM#2 Harsh Medium pop isn't going to be a major source of colonists... whoa... wait a sec.... I think (could be wrong here) but once an SM#2 Harsh Medium will still have a growth rate of 25% on a capped population of 800 PU, which would be 200 PU every 10th turn, which at the SM#2 CF rate, comes out to 3600 PTU ... which must be moved quickly or lost. That's still pretty considerable production of new colonists. And even SM#2's Hostile pops being hard capped at Settlement level may be little bit of an issue here, since at a 50% yearly rate, once at their hard cap, they'd still produce 75 excess PTU's per year. Not exactly huge numbers, but not non-existent.
I asked the ex-SM on his thoughts on size and he said 5 systems per player. So my 20 is in his mind generous, but I think his is a bit on the too few side. So, how many you can do is going to be limited by individual tastes. But when you have to scroll through 500 lines in a spread sheet page I think it becomes harder to find the fun, in principle flipping through 30 pages in a binder would be easier, but the effort it takes to update the growth, etc with the spread sheet is substantially reduced. I would also think that there is a lot of basic math skills that can be developed playing it PnP. But ultimately it is a question of book keeping and that is better handled by a computer database program. I wasn't using any house rules, I was playing by 4thE as it is stated in the rule book, so please accept that my comments on the number of systems is based on that. Largely it was the fact I found an NPR and realized that I would need to do exactly the same thing for the NPR I was doing for my race that stopped me and not my own book keeping.
Yes, individual tastes may vary. But even considering spreadsheets, the number of lines, the number of what I call "economic records" where 1 "economic record" equals one discrete population with one discrete GPV that must be calculated, is a key element in determining the scale of bookkeeping involved. Thus, if the number of "economic records" can be reduced, the scale of the bookkeeping should be reduced.
This can obviously be accomplished in a number of ways.... treating all moons in a system as a percentile modifier to planetary incomes; 2 population pools for desolate and extreme moons (and possibly any desolate and extreme planets as well); or limiting non-habitable colonization to rocky zone desolate planets and moons (and increasing their pop limits to counter pop losses elsewhere) while making all gas zone moons and extreme planets and moons in the Rocky Zone either unprofitable or banning colonization from them entirely. The point in this latter idea wouldn't be to make some statement about the inability to colonize moons of gas giants or whatever. It would be about trying to find a way to limit the level of record keeping, while keeping the benefits of discrete world colonization and avoiding certain issues that come from the use of pools, i.e. where are the PU's?.
From the sounds of it though the people who do this PnP should chime in on their "house rules" and see if a collaborative effort might not yield some positive results.
I'm always happy to get input.