Yeah, I like your requirement of being under a debt/net assets ratio limit in order to buy cash. Otherwise yeah, it would just be "leveraged buyout trading company." You could buy cash up to that limit, and then have auto-debt increase because you need essentials like food and power, but you couldn't purchase cash at that point. The limitation of "only so much cash in the game" is something that needs to be thought about too. But money isn't necessarily a closed sy
larsonwd
It would make debt more consequential because if everyone racked up debt, then interest rates would skyrocket and the charges would start to become really costly. At the same time, people with more cash/less debt would make more money. It would definitely open up a more mid-game oriented strategy--say, primary resources then lending--instead of just debt-finance offworld trading.
I wanted to bring up the possibility of a new resource category--debt. It's been mentioned a few times in other posts, so I thought I'd start one here to flesh out the idea. Here's my first crack at a proposal. I think it would add a great new mechanic and would be potentially pretty easy to implement. The idea is to make "Cash" it's own resource on the left rail along with the other resources. You could buy cash in $100 (up arrow click) or $1000 (shift+click) in
First off, fantastic game! This game is more complete and fun than most AAA games I've played recently at their official launch (Rome 2, Sim City UGH). Now to comments in bullet form: The game is very balanced right now. Yes, there is a rush to offworld trading in resource-rich games, but that's okay. You have to end the game sometime and I think it's fine. All these newbs keep playing on maps with a billion of everything. Of COURSE prices are going t