View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0017718 | Stars Beyond Reach | Balance Issue | Oct 6, 2015 1:01 pm | Oct 6, 2015 1:41 pm | |
Reporter | Rythe | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 0.918 (Warn Me, Please!) | ||||
Summary | 0017718: Suggest A Few More Starting Citizens | ||||
Description | This is mostly part 2 of 3 for my take on Misery's post in the forum. It includes ptarth's complaint about how many workers the Construction Crews take and Peons' destroy shops econ development plan, and the increased staffing needs introduced at some recent point. There are a number of dead turns in the game's initial stages where you are just clicking Next Turn while you wait for new citizens to staff your econ buildings to get you the crowns to do the things. Giving the player 40-60 more citizens to start with would smooth out the very start of the game a great deal. | ||||
Tags | No tags attached. | ||||
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That would just give you 2-8 extra turns of population growth. A better solution, if this is a problem, is to increase the birthrate of the lander (15 base?). This would effectively double the economic growth rate of the low birth rate races and roughly a 50% increase to the economic growth rate of the high birth rate races. Once the first birth center is online the advantage effectively is lost. Shifting birth centers to Act 2 and lowering hospital cost to 20k (and increasing birth production to 10) would also shift the acceleration of high birth rate races to be closer to the low birth rate races. The high staff count of the construction crew is a different issue. |
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The wrinkle with increasing the birth rate on the lander is it goes up as a % when the lander levels up. You'd have to chop that %, and it still would change the growth dynamics from the lander. A bit tougher to balance long-term. But increasing the hospital births will make make the birthing center superfluous in Act 1 and possibly Act 2 because you need to build a hospital in every territory given medical needs and then a few more to battle disease. If the hospital became a significant source of births (anything significantly more than it is now), it could easily supplant the birthing center until you're trying to add 300-1K new jobs every turn. Overall, those things are much harder to balance than dropping 2-8 extra turns of population growth on someone at the start of the game. |
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It could be that I just play slower, but I haven't really needed the Birth Center unless I have an objective for a large pop. In those cases, I've already laid down all the support I need and it's just jobs and people needed. |