Colony Pod
Former
Terraforming is the key to the game.
Former is the best income source there is.
With that in mind I think this unit should cost 2-3 times more than early combat units to highlight its value.
Transport Foil
First, they are excellent mean of scooping sea pods and harvesting artifacts early on which makes them quite valuable. I consider this a human exploit as AI doesn't focus on this strategy.
Supply Transport
Other people before me said many words about Supply Transport abuse and how cheap it is comparing to its benefit.
Pricing it higher would be an easy fix to put it in line with other recourse multiplying facilities.
Even at this price it is still very lucrative investment as it brings raw minerals those further can be multiplied by mineral multiplying facilities.
Probe Team
This is pretty useful war helping unit that is not intended to die pretty often.
Scout Patrol
Two consideration here. First, as with Transport Foil this is a mean of quickly popping a lot of land pods with goodies and artifacts. The ROI is too much for 10 minerals cost unit.
AI pops pods as well but it doesn't spawn swarm of cheap units to swipe the land clean as fast as possible.
Second, Scout Patrol with Hypnotic Trance is a basic base protector unit used at 95% of your bases.
Sea bases are designed to be rich in nutrients and energy and poor on minerals.
With that in mind I don't see a single reason why sea base units should cost any different than their land counterparts.
QuoteFormer
I made them slightly cheaper.
QuoteFormer is the best income source there is.
If you mean energy, I'm not convinced that credits or research even matter all that much to winning the game. I've won an awful lot of games with low grade military units. Minerals I agree are important. Mines on minerals specials, forests, and enough food to make those squares workable, are the keys to victory. Whereas, it seems like if I get into the "build another lab / economy building" dance, the game just takes forever.
QuoteWith that in mind I think this unit should cost 2-3 times more than early combat units to highlight its value.
QuoteTransport Foil
I made the Foil and Cruiser chasses cost half as much as in the stock game. They are now comparable in cost to Speeders and Hovertanks respectively. Again this is the philosophy of the faster game, with everyone in the same boat (pun intended). I have noticed that sea base combat becomes an "easy come, easy go" affair. Yes I may spam out a lot of ships to take a lot of bases, but then the enemy does the same thing and takes them right back.
QuoteSupply Transport
Other people before me said many words about Supply Transport abuse and how cheap it is comparing to its benefit.
Ocean minerals are not worth anything. Even if you spend a lot of time building mines on top of minerals resource specials, they only yield 4, the same as any Rocky terrain on land. There's usually tons of Rocky terrain on land, much closer than the uncommon Ocean minerals special. You will wear yourself out pushing Supply Transports around trying to get to the things. If a player wants to torture themselves with this kind of marginal gain, I say let 'em.
Slightly cheaper than 2 rows of minerals???
How much is your Transport Foil unit?
I was talking about Supply Transport in general: both land and sea.
I agree that land Supply Transport is more abusable. So sea counterpart may easily cost much less.
Ocean tiles can give good yields. Mineral convoys are probably most common, but getting nutrients and energy is often giving very good results.
There are also these new facilities in expansion, that give additional resources from ocean tiles,
Fusion reactors make crawlers cheap on chassis other than infantry.
Slightly cheaper than 2 rows of minerals???
In the stock game, a Terraforming Unit has a cost of "6". I've made it have a cost of "4". Works for me. Vonbach thinks my mod has better AI terraforming.
Yeah. The Scient 2.0 patch allows you to add a Reactor designation to a predefined unit. That would be very useful to my modding, I've wished for that feature. But I don't wish hard enough to require a Scient 2.0 patch.
Hm. Terraforming Unit cost 6 translates to 2 mineral rows. Does 4 makes it 1?