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How much interest to hold your ECs? (Time out:0 days after 20-06-2005, 01:06)
<.25%
.25%
.5%
.75%
1%
1.5%
2%
2.5%
3%
4%
5%
6%
7%
8%
10%
12%
14%
16%
18%
20%
25%
30%
40%
>40%
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Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 20-06-2005 01:03 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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How much interest would your ECs need to bear to be worth holding, if you could spend them efficiently (say, on formers, crawlers, good facilities, etc)? Ignore such concerns as rounding of gains; this is merely to establish an ideal value. I realize this will vary according to faction, circumstances, and progress into the game, so just pick your best guess, and explain your reasoning.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:37
  Old Post 20-06-2005 01:36
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I assume you're talking about giving a faction the INTEREST bonus? I played around with giving a faction +5% INTEREST and that was way overpowering. You quickly gain so many credits (even with normal rush builds) that you can buy most of the early SPs.

I voted for 4% and even that may be too much.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
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Actually, no. I'm just interested in how much ECs now are worth compared to ECs later. However, the topic of the INTEREST faction ability is closely related to this.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:37
  Old Post 20-06-2005 04:59
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I voted for 5%...I'm having a tricky time understanding this question...

If I understand correctly, you're saying that you collect interest on ECs that are just stored up...your question is, what interest rate is necessary in order to make me hold on and store ECs rather than spending them?

If so, I think 5% would be a pretty good choice...if you had 1000 ECs stored up, you'd be getting 50 extra per turn...this sounds like a lot, and I guess it would be mid to late in the game, but since most players, I think, constantly spend ECs and usually finish before late game, I don't think it would matter...

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
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Yeah, one way to look at it is: would you rather spend 1000 ECs productively this turn, or would you rather spend 1000 + interest ECs productively next turn, for each amount of interest?

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:37
  Old Post 20-06-2005 05:18
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I have to say, this is one of the better polls/questions I have seen for quite a while, as it truly can help one determine the value of the energy credit...

Mead is offline Mead
King

Aug 2003
time: 00:37
  Old Post 20-06-2005 07:28
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Depends.




Upon what else I could do (or need I have) with the cash.


Easiest is if I am being invaded and I need to rush a military, then I prefer to use my EC for military uses and it is very unlikely I would bank the ECs unless an exorbinate interest rate was paid to me.


If, I don't need (or want) to rush/upgrade a large military and I'm in a building phase then I'll look to the return I could get on my EC's otherwise.

Because it's too complicated for me to create and maintain detailed formulas or spreadsheets (is there anyone out there who has done some serious anaylsis on this?), I go with what 'feels' right.

Generally, I'll spend the ECs, if I have good stuff to spend them on such as:

Reasonably priced units (crawler/former/CP) rushes, especially ones that already have 10 mins;

Base facilities that will increase my capabilities
(Pop, energy, mins, LABS, etc.);

SPs that I really want and I'm afraid of losing to the competition (usually, I'll just disband enough crawlers to make them with a moderate EC rush to finish the SP).



All the above being said, if I have real good uses for my EC's for other stuff, it would take a high interest rate for me to bank the ECs.

On the other hand, if there's not much else I'm ready to spend my EC's on without being wasteful, I'd be more willing to accept a lower rate of interest.




The rate of interest I would want would vary throughout the game in each in every game I have played. There is no set rate that would appeal to me througout the entire game.



Mead

dojoboy is offline dojoboy
Prince
Tansi (USA)
Nov 2001
time: 00:37
  Old Post 20-06-2005 08:07
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I'm no finance wizard, that's for sure. But, I voted for 10% because of the risk of losing the exponential effect of rushing facilities ASAP. I do not micromanage this completely, but I like to get cities producing benefits ASAP. Hope this makes sense.

Phenix is offline Phenix
Warlord
Hasselt, Belgium
Jan 2003
time: 06:37
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Tricky question.
I don't have any exact maths to prove it but going on my feelings I would say it's somewhere around 5% per year. (hey, that's a lot better than in the real world atm )

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
time: 05:37
  Old Post 20-06-2005 13:52
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Got spare money?

I voted 1%, mainly because the main factions that will have enough money to save are already powerful and theres no point in making the rich richer, but atleast 1% does encourage people to save. 1000ec = +10ec per year

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 20-06-2005 15:07 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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I'm not planning on simply adding the INTEREST ability to any pre-existing faction. If I did add it to one of the core 14 factions, I wouldn't necessarily pick a rate as high as this poll's consensus, and I would need to remove other advantages or grant disadvantages. I certainly wouldn't just grant INTEREST, X to every faction.

Lazerus is offline Lazerus
King
Empires were built by dictators, not democracies.
Jul 2002
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  Old Post 20-06-2005 15:17
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hmm i'd go for 3% then, i remember once playing with 5% interest and the money soon racked up faster then i could sensibly spend it

Sebed is offline Sebed
Warlord

Dec 2003
time: 05:37
  Old Post 20-06-2005 17:25
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20% for me - it's really hard to stop me spending money

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 20-06-2005 19:07
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3%!

5 is too much, 1 is too little

livid imp is offline livid imp
Prince
Gimme a quarter or I'll touch you
Mar 2004
time: 21:37
  Old Post 20-06-2005 19:31
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I built a faction with a 10% interest return.....whoa, way too powerful. So I lowered it to 5%, then it seemed to present a balanced number for the limited number of rounds I playtested said faction. At 5% I was more tempted to save than spend, which put me behind in development, but when the sh!t hit the fan (a strong neighbor attacked me) I was able to buy off enough enemy troops to reverse the attack.

Now I am not a top notch SMAC player. I would need a better player to test the faction to see just how good the interest is. 5% maybe too high, but I'd like to see more proof on it.

quote:
Originally posted by Sebed
20% for me - it's really hard to stop me spending money


You realize in 5 rounds you'd double your money at that rate.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:37
  Old Post 20-06-2005 20:07
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Hope I'm not threadjacking Chaos Theory's idea, but perhaps we need to create a different model for the INTEREST bonus to work properly. How about something like this: To accrue interest, you'd have to place a specific number of credits in a "savings account" and commit to leaving it there for a certain minimum number of turns. These credits wouldn't be available during that time (penalty for early withdrawal?). The longer the term, the higher the interest. This feature wouldn't be available until after some tech was researched and, perhaps, until after building a facility or even a SP. Another idea: If random events are in effect, any monies in a savings account wouldn't be affected by a global energy crash, or at least would be less affected.

Right now there's no downside to giving any faction the INTEREST bonus. This suggestion would balance the accrual of interest against not having the funds available for emergencies. Of course, the idea has disadvantages (how would the AI ever be taught how to employ this feature?).

Finally, this suggestion is for some future version of the game, not the current one.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 20-06-2005 20:14
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how would the AI ever be taught how to employ this feature?

I think it's fairly easy to make AI stockpile energy.
It is already doing so.
If you add the 5% interest bonus to a normal AI Morgan, you'll probably see him having ~10000 by 2200 or so.

GeoModder is offline GeoModder
Emperor
The most erratic Overlord!
Jan 2004
time: 06:37
  Old Post 20-06-2005 20:19
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I bet we'll notice the wonderfull event of a crashed energy market on an AI faction then.

Petek is offline Petek

Prince
Berkeley, CA
Jul 2000
time: 21:37
  Old Post 20-06-2005 22:00
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quote:
Originally posted by binTravkin
how would the AI ever be taught how to employ this feature?

I think it's fairly easy to make AI stockpile energy.
It is already doing so.
If you add the 5% interest bonus to a normal AI Morgan, you'll probably see him having ~10000 by 2200 or so.


In my original post, "this feature" referred to my suggestion about "fixed-term accounts", not the current INTEREST bonus feature. It would admittedly be simple to have the AI use INTEREST (practically automatic, actually), but I still think it would be more difficult to program the AI to make decisions such as how much to invest in an interest-bearing account and for how long.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
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Actually, those algorithms already exist. Putting money away for a while is similar to giving a loan. Based on the amounts the AI offers as repayment, it considers around 1-2% to be a fair amount, spread with the principal over 100 years and combined with the risk of nonpayment due to vendetta or sanctions. This is just another way in which the AI is stupid, of course.

Commy is offline Commy
King
St. Louis, MO, USA
Mar 2004
time: 05:37
  Old Post 20-06-2005 23:57
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quote:
Originally posted by Petek
Hope I'm not threadjacking Chaos Theory's idea, but perhaps we need to create a different model for the INTEREST bonus to work properly. How about something like this: To accrue interest, you'd have to place a specific number of credits in a "savings account" and commit to leaving it there for a certain minimum number of turns. These credits wouldn't be available during that time (penalty for early withdrawal?). The longer the term, the higher the interest. This feature wouldn't be available until after some tech was researched and, perhaps, until after building a facility or even a SP. Another idea: If random events are in effect, any monies in a savings account wouldn't be affected by a global energy crash, or at least would be less affected.


Perhaps your interests rates, as well as your abilities to invest in a savings account would depend on your economy rating...

For example, +1 economy allows you to have a savings accout at 1%, and each additional +1 economy adds 1% onto that, so that at +6 economy (which is only possible as Morgan and with Eudaimonia) you would have +5% interest as well as a savings account...

Perhaps the money is required to be there for 20 turn increments, and the principal would be in increments of 50...if you take out the money too early, you lose, say, 1/2 or 2/3 of the current balance, or perhaps a percentage based on how many turns its been in there...

The numbers above might need to be changed to balance this better, but I still think the idea would be nice all the same..

Straybow is offline Straybow
Emperor
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Jan 1970
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In SMAC money has no time value. There is no inflation, no hinderance to the growth of an economy to any arbitrary extent.

For ECON rating you already get extra energy credits per base or per tile. I would assume that includes income from more advanced reserve banking techniques.

Senethro is offline Senethro
Prince

Jul 2004
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  Old Post 21-06-2005 03:53
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quote:
Originally posted by Straybow
In SMAC money has no time value. There is no inflation, no hinderance to the growth of an economy to any arbitrary extent.


I disagree with that. If you don't hurry stuff and an opponent does, your position and chances of winning are slipping.

Flubber is offline Flubber
Emperor
With a view of the Rockies
Aug 2000
time: 22:37
  Old Post 21-06-2005 03:57
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quote:
Originally posted by Straybow
In SMAC money has no time value. There is no inflation, no hinderance to the growth of an economy to any arbitrary extent.



Bull. Tell you what. lets play a MP game and you lend me 20 ec a turn each and every turn for the first 50 years. I will pay you back 20 ec a turn for the next 50 turns. Deal ?


Money has time value even in the absence of inflation. Its because you can do things with it now that can add productive value to your economy

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
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quote:
Originally posted by Straybow
For ECON rating you already get extra energy credits per base or per tile. I would assume that includes income from more advanced reserve banking techniques.


I don't understand what you mean by this. I'm not proposing that factions should receive interest on stored credits, just asking how much interest would normally be enough to deter spending. As far as inflation, you'd surely agree that a credit now is worth more than a credit later, right? Thus, even if you still have the entire credit later, it's worth less.

Urban Ranger is offline Urban Ranger
Apolyton Duke of Off-Topic

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May 1999
time: 13:37
  Old Post 21-06-2005 14:02
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quote:
Originally posted by Chaos Theory
Yeah, one way to look at it is: would you rather spend 1000 ECs productively this turn, or would you rather spend 1000 + interest ECs productively next turn, for each amount of interest?


Yeah, but without an actual interest this question is moot isn't it?

Anyway, the answer to your question is to calculate the future value of said fix sum in n years vesus the total amount (principal + compound interest) you would get if you don't spend it.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
time: 07:37
  Old Post 21-06-2005 14:43
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Got spare money?

I would look at it like:

I have a base which produces 10 energy in the econ field.

I can rush an EB for a cost of (8-1) * 10 * 2 = 140ECs in that base which would give me +5 - 1 = +4ECs per turn.

Interest of EB (assuming noone destroys it and other stupid things don't happen) therefore is:
4 / 140 = 0.0(285714) ~ 3%

If I have 4% interest of that deposit fund, I'd rather divert money to it.

Note that the estimate is very dependant on faction's industry value.

Spartans and Cult would most often save the money while Hive and Drones would spend all away assuming the percentage is balanced.

So the Industry penalty they both have would be offset by this bonus.

It would also make Sparta and Cult very powerful as they cash in big sums of money in early game if played properly - from pod popping and worm killing.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 21-06-2005 15:50 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by Urban Ranger
Yeah, but without an actual interest this question is moot isn't it?


Not at all! This poll is intended to establish a future value for current ECs. There *is* interest, but indirectly, through rushing facilities and units.

quote:

Anyway, the answer to your question is to calculate the future value of said fix sum in n years vesus the total amount (principal + compound interest) you would get if you don't spend it.


This calculation is nontrivial, as it depends on circumstances and probability. Polling the market seems like a much easier way to get an approximate answer.

Chaos Theory is offline Chaos Theory

King
Missouri / Misery; CC
Oct 2002
time: 04:37
  Old Post 21-06-2005 15:57 Visit Chaos Theory<br><a href=/members><img src=/forums/images/supporter-icon.gif border=0></a><BR>'s homepage!
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quote:
Originally posted by binTravkin
I would look at it like:

I have a base which produces 10 energy in the econ field.

I can rush an EB for a cost of (8-1) * 10 * 2 = 140ECs in that base which would give me +5 - 1 = +4ECs per turn.

Interest of EB (assuming noone destroys it and other stupid things don't happen) therefore is:
4 / 140 = 0.0(285714) ~ 3%

If I have 4% interest of that deposit fund, I'd rather divert money to it.


Note that this analysis can be used to determine whether to rush the Energy Bank without explicit interest. If the consensus interest rate for ECs is 5%, and your EB only gives 3%, look for better places to spend your ECs. Of course, the calculation is more complex than this:

Cost of Energy Bank = 140 ECs now, plus 1/turn
Return on Energy Bank = 5 ECs/turn (perhaps more in the future), plus 40 ECs if scrapped

To break even, the EB needs to be around for 25 turns at its current rate of return. Your ECs are locked down for a long while before you can reap a profit.

quote:

It would also make Sparta and Cult very powerful as they cash in big sums of money in early game if played properly - from pod popping and worm killing.


I'm not proposing to hand out the INTEREST ability! Getting lots of ECs early is very good if you can spend them, since they'll effectively appreciate, but it's important to have somewhere to put them. The Spartans and Cult effectively receive lower returns on their ECs since they pay more for every build, which also blunts their early advantage.

binTravkin is offline binTravkin
Emperor
Lord of Progress of the Council of Lords of Gaia
Jan 2004
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  Old Post 21-06-2005 17:57
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quote:
Of course, the calculation is more complex than this:

Cost of Energy Bank = 140 ECs now, plus 1/turn
Return on Energy Bank = 5 ECs/turn (perhaps more in the future), plus 40 ECs if scrapped


You actually simplified my example which was perfect assuming no random events come in and energy input does not change.

 
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