24/03/2016 · 10:21 PM
#49
I disagree. I think the wide variance in economies is what makes the game more fun. When you take away, or even just reduce the characteristics of the races to only a small variation, then it becomes less fun, and everyone becomes whatever race has the most op ships.
I DO think some things could be adjusted though. I think it would be great to see another race other than miner get a solid industry income - theres never cg`s at 4 because if a miner wants to land x, theres almost no reason to go cg over tax, and if you dont want to planet x, youre mineral miner.
On top of that, I think it would be nice if cg`s sold to population for slightly more, allowing them to be posted on market for a slightly higher price - OR have cg producing races produce more, and increase consumption rates. This one IS a bit harder to balance because it not only benefits cg producers, but also taxers. Because of that, I suppose the first option is probably better - selling to pop for a higher price, allowing 5 or even 6 priced cg`s to be profitable instead of price 4, while not giving the taxers a massive boost (theyre selling for a higher price to pop, but also paying more for them. Makes Cg`s a more viable income while not changing boost to pop empires much.
I would also lower the mineral storage space. Wealthy empires buy out whatever they can as like a backup to cash, or to prevent being arti`d and losing their cash. I understand the strategy, and I really cant blame anyone for doing it, but it does make it hard to get minerals at times. Id totally be ok with minerals being capped at 50 or 100 million. Nobody needs more than that to fight, and it would help prevent the stockpilers from taking all of it.
I also think guards should have to eat food. On gc they dont eat food at all? On uc I think they eat 80% less food than normal races. I think thats quite fair. It still gives them an advantage, but at the same time, does mean theyre still contributing to market som