Dune: Spice Wars

Dune: Spice Wars

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Sardaukar Apr 28, 2022 @ 1:55pm
the imperial tax should not exceed the max stock for spice.
i was playing a game that i won with hegemony. (wish in disabled that in options i wanted a political victory), i maxed out everything this game. full seats, full hegemony, and lastly assassinated them all.

but the imperial tax i noticed went above 5000. i didnt have a problem getting more than 5k but the fact that the stock gets stuck at 5000 meant that i was missing payments and started losing standings... not fun.
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Showing 1-15 of 17 comments
Ghost Robertson Apr 28, 2022 @ 2:08pm 
The imperial tax is pretty high, i suppose it's to make you wanna expand and not just turtle down, The game is a bit difficult right now even on easy with few sand worms and few storms.
Sardaukar Apr 28, 2022 @ 2:10pm 
It doesn't matter. You can have the ability to produce 8000 spice stock but the max stops at 5000.

And the imperial tax becomes more than 5000. It's impossible to pay in full.
Katitoff Apr 28, 2022 @ 2:13pm 
Almost as if its a timer mechanic, so the game does not take literal days, like other 4k games can, eh?
Sardaukar Apr 28, 2022 @ 2:16pm 
Originally posted by Katitoff:
Almost as if its a timer mechanic, so the game does not take literal days, like other 4k games can, eh?

yeah except that, timers are only relevant in multi, and im playing single.
Stitch Apr 28, 2022 @ 2:54pm 
This has been reported already, I'm sure the devs know about it. Hard to tell if it's intended or not, though. There are other ways to gain Landsraad standing. But yeah, I found it annoying, not being able to pay the tax because of the stockpile cap at 5000.
Donut Steel Apr 28, 2022 @ 3:06pm 
This is why I hate spreadsheeting and noun-resources in games. It's a relic of the past.

Every real resource is better off being represented as an actual in-game object, with behaviours and interactivity with other objects. The counter for it should be just that: an account of the resource, not the resource itself.
Ginseng Apr 28, 2022 @ 3:41pm 
At least give us the option to protest against the tax or something.
I've... never encountered that. That does seem like a slight oversight.
Alcaron Apr 28, 2022 @ 4:05pm 
Ultimately I would like to see sliders for various things, like upkeep resolutions (i.e. max upkeep gain/loss on resolutions), spice tax rate increase (aggressive if you want a game where the GOAL is fighting over spice, down to relaxed if you really just want spice mining to be a theme/not constrain gold), hell even supply drain would be nice...I still don't know why the fremen don't have a DRAMATICALLY reduced supply drain rate...I guess balance, but thematically it feels weird to have fremen being raided by fremen and fremen who are not better at travelling through the deep dessert or just in general not attracting sandworms on foot (hello?!?!) but I also get it is early days, I know lower supply drain, no sand worm (they already dont deal with their harvesters being messed with constantly) attraction and no raids would be one hell of a set of perks buuuuuuuuuuut it is what it is...
Sardaukar Apr 28, 2022 @ 4:22pm 
Originally posted by Silvertongued Devil:
I've... never encountered that. That does seem like a slight oversight.

It was a 6 hour game or so. Games (or software in general) tends to break down at the extremes.
Astasia Apr 28, 2022 @ 4:36pm 
There are what appear to be a couple oversights along this line, where a cost increases by some multiplier every step and then hits a point where a resource cap prevents being able to afford the cost. Paying spice taxes and using influence to do stuff both seem to run into this on very long games. It will reach a point on a large map where you can't annex any more territory (or use influence as Fremen to cause rebellion) because the influence cost is higher than the influence cap.

I don't believe these are intentional, it was likely a recent change to add caps to these resources to encourage spending them instead of hording them, but whoever added said caps didn't consider the escalating costs of the resources.
Stormfrenzy88 Apr 28, 2022 @ 10:54pm 
Originally posted by Astasia:
There are what appear to be a couple oversights along this line, where a cost increases by some multiplier every step and then hits a point where a resource cap prevents being able to afford the cost. Paying spice taxes and using influence to do stuff both seem to run into this on very long games. It will reach a point on a large map where you can't annex any more territory (or use influence as Fremen to cause rebellion) because the influence cost is higher than the influence cap.

I don't believe these are intentional, it was likely a recent change to add caps to these resources to encourage spending them instead of hording them, but whoever added said caps didn't consider the escalating costs of the resources.

They should make some end techs increases those caps.
Mansen Apr 28, 2022 @ 10:59pm 
This is obviously an oversight - But not one you can entirely fault Shiro for. The game isn't intended to go on for long enough for the tax to reach that limit.

But of course they will have to address this somehow in coming patches.
magnumcsc Apr 29, 2022 @ 9:23pm 
Originally posted by Mansen:
This is obviously an oversight - But not one you can entirely fault Shiro for. The game isn't intended to go on for long enough for the tax to reach that limit.

But of course they will have to address this somehow in coming patches.


I disagree. At the price point upon release, 6 hours seems expensive. I think it's an error. I had one village identify as Sardakaur on one playthrough. Admittedly, I am playing at a destructible level, which seems fairly self evident for a BASIC playtester.
Sardaukar Apr 29, 2022 @ 11:24pm 
just wanna add that i did win the game around hour 4, but i kept playing to finish more stuff. but the tax is what made me stop cause i realized i cant go on forever.
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Date Posted: Apr 28, 2022 @ 1:55pm
Posts: 17