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IDProjectCategoryLast Update
0017633Stars Beyond ReachSuggestionOct 2, 2015 8:43 pm
ReporterRythe Assigned To 
Status newResolutionopen 
Product Version0.914 (The Diseased, The Unemployed, And The Balanced) 
Summary0017633: More Disease Balancing Thoughts
DescriptionAct 1 Anti-Disease now seems excessive, as if telegraphing the idea that disease is a thing you need to be very concerned about. Also very expensive. And the more I think about it, the more it seems a bit slap dash.

So I would suggest moving Quarantine Crews and Gene Manipulation to after Epidemiology in Act 2. Epidemiology research cost cut to 1.8K-2K, then Quarantine Crews and Gene Manipulation research costs increased to about 2.2K - 2.6K.

Change Toxicology to cost 360-500 research, and the building to require roughly 600 power. Limit Act 1 diseases to toxin based ones. I'd say this would make sense as toxins would be the first things to hit new colonists on a new world.

Could also throw in a few mild genetic diseases in Act 1 as carry-overs from being stuck in a colony ship for too long. Keep 'em to very low spread rates, though.
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Issue History

Date Modified Username Field Change
Oct 2, 2015 8:42 pm Rythe New Issue
Oct 2, 2015 8:42 pm Rythe Category Gameplay Idea => Suggestion
Oct 2, 2015 8:43 pm Rythe Description Updated