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	<title>Comments on: What makes a good 4x space game economy model?</title>
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	<link>http://www.spacesector.com/blog/2009/11/what-makes-a-good-4x-space-game-economy-model/</link>
	<description>Everything about Space and Sci-Fi Strategy Games. Turn Based Strategy, Real Time Strategy, Massively Multiplayer Online, 4x. Reviews, Previews, News, Interviews, Discussions and more.</description>
	<lastBuildDate>Tue, 07 Feb 2012 17:42:17 +0000</lastBuildDate>
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		<title>By: Adam Solo</title>
		<link>http://www.spacesector.com/blog/2009/11/what-makes-a-good-4x-space-game-economy-model/comment-page-1/#comment-41059</link>
		<dc:creator>Adam Solo</dc:creator>
		<pubDate>Fri, 04 Feb 2011 09:01:25 +0000</pubDate>
		<guid isPermaLink="false">http://www.spacesector.com/blog/?p=904#comment-41059</guid>
		<description>GalCiv II economy does have some shortcomings. I particularly dislike the concept of production not being linked to the population of a planet.

From post above &quot;No matter the amount of population you have in a planet the only thing that matters in GalCiv2 is the amount of factories and the amount of money pumped from the empire budget to make them work. This does not seem to be very realistic&quot;</description>
		<content:encoded><![CDATA[<p>GalCiv II economy does have some shortcomings. I particularly dislike the concept of production not being linked to the population of a planet.</p>
<p>From post above &#8220;No matter the amount of population you have in a planet the only thing that matters in GalCiv2 is the amount of factories and the amount of money pumped from the empire budget to make them work. This does not seem to be very realistic&#8221;</p>
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		<title>By: Arminius</title>
		<link>http://www.spacesector.com/blog/2009/11/what-makes-a-good-4x-space-game-economy-model/comment-page-1/#comment-40973</link>
		<dc:creator>Arminius</dc:creator>
		<pubDate>Fri, 04 Feb 2011 00:57:26 +0000</pubDate>
		<guid isPermaLink="false">http://www.spacesector.com/blog/?p=904#comment-40973</guid>
		<description>The economy of Galciv II is ridiculous.

You can fill all your planets with factories and have them all produce at 100%, or you can fill all your planets with labs and have them all produce at 100%.  

But if you have a mix of labs and factories, there is no way to avoid having some of them idle even if you have enough cash to pay for 100% production.  It makes no sense.</description>
		<content:encoded><![CDATA[<p>The economy of Galciv II is ridiculous.</p>
<p>You can fill all your planets with factories and have them all produce at 100%, or you can fill all your planets with labs and have them all produce at 100%.  </p>
<p>But if you have a mix of labs and factories, there is no way to avoid having some of them idle even if you have enough cash to pay for 100% production.  It makes no sense.</p>
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		<title>By: Phillip Koshar</title>
		<link>http://www.spacesector.com/blog/2009/11/what-makes-a-good-4x-space-game-economy-model/comment-page-1/#comment-35675</link>
		<dc:creator>Phillip Koshar</dc:creator>
		<pubDate>Fri, 14 Jan 2011 10:22:43 +0000</pubDate>
		<guid isPermaLink="false">http://www.spacesector.com/blog/?p=904#comment-35675</guid>
		<description>I don’t even know how I ended up here, but I thought this post was good. I do not know who you are but definitely you are going to a famous blogger if you are not already ;) Cheers!</description>
		<content:encoded><![CDATA[<p>I don’t even know how I ended up here, but I thought this post was good. I do not know who you are but definitely you are going to a famous blogger if you are not already ;) Cheers!</p>
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