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If forests aren't that good anymore there is no point to make them so expensive. I really don't understand the logic behind this. If you want to make them the option for bad land why punish players with bad land by making their terraforming take much longer too?In the same way solar panels could be reduced to 4 turns too.
The things you need to compare are the yields for the tiles. A farm on a good tile is 4 turns for 4 resources. A forest is 12 turns for 3 resources. As it is if you have subpar tiles you don't build a forest on it you don't use that tile and instead expand somewhere else.If you want to make forest more expensive due to the spread 8 turns would still be OK, 12 is excessive. Note that in your mod forest spreading is not even necessarily a boon as it increases terraforming costs if it spreads somehere you don't want.
Increasing facility costs would achieve the same goal I think? Whether they are cheap and weak or expensive and more powerful, it ends up being similar. I kind of favor the latter after going through similar design decisions with native life. Because otherwise each facility is just a quick tick box in every base once you get the tech.
I think especially in the early-mid game a lot of the energy comes from +2 ECON. +2 ECON is extremely strong I think you should boost up Planned and Green. I think it would be hard to run much SEs other than Fund/FM/Wealth. +2 ECON only diminishes maybe around when you get thinkers/transcendi. Or 6E boreholes
Reducing its yield by 2 minerals and 2 energy will reduce base income by 2-4 minerals and 2-4 energy in total. That is pretty much unnoticeable thing.
QuoteReducing its yield by 2 minerals and 2 energy will reduce base income by 2-4 minerals and 2-4 energy in total. That is pretty much unnoticeable thing.Its 80+ energy for 20 bases which a player should have. I suggest leaving Borehole at 0-4-4 or revert them to 0-6-4. Lets try reducing energy in game a bit at least. They are plenty strong even with 0-4-4.
Another thing i got surprised a bit with Condensers now. So I built condenser as usual on that nutrient resource and destroyed solar collector. Result here I lost 2 energy and got 0 food + eco damage + lost turns. Eghm. Yes i made 3 tiles green that i don't use. This Condenser I built currently its clearly a mistake. They are situational now - if i put to use other tiles then its worth it. I don't mind the change just stating what happened - didn't expect it ^^.
You also have a display bug - this should be fixed i rely on those tooltips for example. - Also not that fungus is good food/energy but no mineral.