View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017629 | Stars Beyond Reach | Suggestion | Oct 2, 2015 8:05 pm | Oct 4, 2015 11:20 am | |
Reporter | ptarth | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.915 (Happy Air, Happy Wallet) | ||||
Summary | 0017629: Lower the variability in the number of workers employed in buildings | ||||
Description | I would like it if the number of workers employed by buildings was more consistent between tiers. I know that much of this comes from the income balancing, but it would be nice if the "level 1" buildings all employed around 15-20 workers, and the "level 2" works around 20-40, and so forth. (Numbers provided are arbitrary). When 0.914 was active and I was having to count every single worker it made a big difference. The construction crew is a big problem with this, it requires 60! workers, which is a massive portion of your initial population. Most races/games are going to be seeing 500 citizens by turn 50, so you are losing over 10% of your population to a single building. It is rough. | ||||
Tags | No tags attached. | ||||
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I also feel "tiering" of building stats per act would add more weight to the research and incentivise the player to upgrade and I consider it a must. This also ties in the major 4x theme of tall-vs wide, which is suggested by the building graphics themselves being bigger in later acts. |
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Maybe it's a problem with low birth rate races, but I never felt this was a problem for Skylaxians. You basically rush to a birthing center, get one down, and never particularly worry about it again. And personally, teching up is a question of efficiency rather than raw numbers of workers employed. I'd prefer most advanced buildings to require less workers and output more. It's the crown producing ones where sometimes you want to be able to dump a lot of workers in for a big crown gain per worker. I also think it gives the game flavor and grounding that certain buildings require a lot of workers, and it's not a question of Act but what the building is suppose to represent. Also, construction crews effectively speed up your game. It's a pretty powerful building and should be expensive in some respects. The population cost is as good a way as any, especially since crowns are super important in those first 50 turns too and the building is cheap and quick to build on its own. And generally speaking, tying worker requirements to Act progression is a straight jacket, balance-wise. Should Act 2 parks require 20 workers too? I really don't think this suggestion would improve the game flow or feel. |
Date Modified | Username | Field | Change |
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Oct 2, 2015 8:05 pm | ptarth | New Issue | |
Oct 2, 2015 8:10 pm | gnosis | Note Added: 0043240 | |
Oct 4, 2015 10:14 am | Rythe | Note Added: 0043335 | |
Oct 4, 2015 10:14 am | Rythe | Note Edited: 0043335 | |
Oct 4, 2015 11:20 am | ptarth | Summary | Higher variability in the number of workers employed in buildings => Lower the variability in the number of workers employed in buildings |