Balance (#2) - Effects of the economic changes (#93) - Message List

Effects of the economic changes

After some games, ive noticed some interesting effects of the new economy.

Firstly, my economic intuition is all off. I make too much e too early, and then i stall e later on. Ill get used to that, but i think we should avoid changing this too much/often it just makes the mod harder to learn and get used to. I also make too many cons- often when i expect to have to have constructors to assist, the truth is the lab can handle it and i dont need a con yet. He ends up being useless. Again though, i can adjust.

However it means compushing is more favourable. Whenever you make an m-stall more likely, it makes compushing more important- com is useless at home when he cant pump units from the base and getting metal through expansion is more important. The descision over if i compush, and when is often down to one factor- when i stall. Since i stall earlier, harder, i compush earlier, more often. Worse, i often find myself compushing before ive even made a constructor, which i dont think should be encouraged.

Secondly, as metal is more scarce and bt/e more abundant, metal makers become a more attractive prospect.

I like being able to stall, and on some, very heavy metal maps, i think this is probably good. But these small nuances really change the game in a lot of very subtle ways. There are flow and pace considerations. A lot of what defines the game is economic 'markers'. When you resources are x, you do y. By changing the resources you change the position of those markers.

  • Message #299

    Ok lets increase mex production by 10% to match 10% reduction in e costs? ;-)