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Ring of wind captin planet11/3/2023 ![]() ![]() ![]() Starbase buildings and modules used to give completely trivially small amounts of resources by post-2.2 standards, not just trivial-past-the-early-game amounts, because by pre-2.2 standards those were meaningful amounts throughout. For years, the max research you could get from an anomaly was capped way lower - many maxed out at 1000 of a specific type - because that meaningful amount back then even though it's possible to exceed that output monthly on a single planet now. In fact, there's a bunch of dumb stuff that PDX didn't update for the 2.2-and-later economy, at least not until far far later. Notably though, they didn't do a single thing to other kinds of space resources (aside from changing how strategics worked, in a way that's mostly for the worse IMO). hilarious in its own way but not actually sensible at all. ![]() Their first implementation actually took this way too far, giving the 6-mineral modifier to so many planets that it was entirely possible to get literally all your minerals from space without employing a single miner, which was. They did actually make one (1) concession to how stupid it all was: it was not previously the case that all planets with a specific modifier on them get a 6-mineral deposit (in fact, even today, 6-mineral deposits never spawn naturally they're placed there by an event upon survey). PDX kind of screwed the pooch on the 2.2 economy, in terms of power creep and keeping sources balanced against one another. If you managed to get Pantagruel it was a big deal! Similarly for minerals and energy (CGs and alloy didn't exist yet, and strategic resources worked differently), mining stations were a major source of resources, not just because they were much of a pop in output (even after modifiers) but because they a non-trivial percentage of a fully-developed planet in output. +3 research deposits were most of a pop, not just 1/4 (or, after modifiers, more like 1/10) of one, and since you couldn't have that many pops working research, they were a big deal to your economy (yes, techs were cheaper too). In that world, it's hopefully not hard to see how valuable space resources were. Call it max 300 resources per planet, if you were pretty lucky about how big your planets were. Roll all those numbers together, and you get even the best planets producing only maybe 100 resources (perhaps double that if it was all science) before bonuses in the early game, double that in late game, and bonuses probably didn't even double it from there. There were no planetary designations or orbital rings, and things like energy grid only boosted at most four other buildings (meaning four other pops).įinally, back then planets were limited to one pop per planet size, and size was hard-capped at 25. For example, the techs that today increase research areas by 20% each back then only gave the ability to upgrade labs in a specific direction, meaning fairly little benefit from multiple such techs at once. Modifiers were a lot scarcer on the ground too. Call it double that, generously, in the late game. Prior to 2.2, pops tended to produce no more than 2-4 resources per "job" (not that the "job" concept existed then), or 4-6 science (total!), before modifiers, in the early game. Resources from space have been nonsense-low ever since 2.2.
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