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I assume it exists for everyone for balancing reasons.
Also the internal market is meant to be an abstraction in any empire. It represents the ability for a nation to exploit and transform its resources. Whether through trade, technology or biological purpose.
Still its okay for you to reject it but remember it is still a game. Balance must be maintained in order for the various types to function. Just like how maintaining atmospherics would be tough for aliens but in game is ignored for habitability of habitats and ring worlds and various others. Because the game needs to work and its not that important.
Sooo, nope. Its a ballance reason, otherwise the Machine empires would be totaly OP as they would have NO POPS whatsoever and would outproduce and outperform every other non machine empire with ease.
i agree with everything u say there. (tried to imply that for many normal empires its kinda wierd aswell).
i'm a bit torn here. in some situations its really handy, but at the same time it often feels like i shouldn't be able to use it to that extent.
1) because it makes it a lot easier to ignore infrastructure and simply use the market a lot
2) you can bank up huge amounts (50k credits ondefault) and dont have to hassle with building lots (or any) foundries, refineries, advanced buildings ect... -> but you can still "buy" whatever you suddenly need in huge amounts. since you can buy every resource, you can decide on a split second, which is nice and very flexible but somewhat unrealsitic flexible.
3) ok at least it's somewhat limited, by the built in imflation of prices.
smart perspective. but that's exactly the point. a still younng/small empire with already two hands full of generator districts but no foundries - how will they turn resources into another?. or in other words: the market is the same from the beginning - but the "abilty to transform resources" really feels like should depend on infrastructre/size or at least something. its weird to trade more resources in a day than yourall your facilites can produce in years. an alternative could be to "overcharge" existing buildings with lots of cash - but at least then its limited buy the buildings.
suree its a game, devs can do whatever they want. but even for balance, think of the inverse argument - if a strategy game NEEDS a permanent option to transform resources in big amounts from the beginning that this could mean that maybe the economy-system is bad or too difficulty and the market is an easy way out - but at the same time makes planning good infrastructure not feel very important anymore - simply more is better, but you can trade whatever you need whenever, just grab a good average form everything and trade the rest.
Indeed.