Look over the balance of special resource buildings!

Most of the special resource buildings such as Durantium Refinery and the others are most likely too weak.

 

A Durantium refinery has a manufacturing cost of five times and maintenance cost of four times over that of a basic factory.

 

Yet... if you have three basic factories and the decision is to add a fourth one into a diamond shape industrial zone a Durantium Refinery will yield the same production outcome as adding a fourth basic factory if the RAW output of that world is 20. More advanced factories and they are clearly more effective.

 

I really think these special resource buildings need to have a clear goal in mind for their usefulness.

 

In my opinion you are just making things very confusing for the average player who will think they are more effective than regular factories when they often are not or very slightly so for a very hefty construction and maintenance cost and not to mention consuming one strategic resource to boot.

38,070 views 15 replies
Reply #1 Top

This is why I've been mostly playing without resources in my games, the components are too powerful early on then useless later in the game and the buildings aren't really worth it from what I've seen of them and I plan on modding in some building that will overlap with some of them.  

 

To balance them throughout the span of the game they need to be upgradable.  Also they are using up a resource, why do they need to be so damned expensive?  That is your trade off, you are expending a resource, you will not get that resource back, the building cost should be, probably a bit more expensive than buildings of the same tier but not enormously so as they are now.  I'll leave it to the devs to decide if the upgrades will require additional resources or not.

Reply #2 Top

Yes I agree... strategic resources are mostly useful in the start of the the game and more or less useless in the later stages of the game. Both ship components and improvements should get upgradable versions throughout the game so they continue to actually matter.

 

The improvements actually need to be better than their cousin buildings, they currently have a rather questionable value... and most players will not even understand they are building an inferior building (resource wise).

Reply #3 Top

I agree the first buildings were fairly overpowered but the nerf bat hit them hard now they are barely worth it before the resource cost

Reply #4 Top

Quoting androshalforc, reply 3

I agree the first buildings were fairly overpowered but the nerf bat hit them hard now they are barely worth it before the resource cost

I would argue the Durantium refinery and Promethion Pleasure park have their uses as is.

The Antimatter plant and Thulium archive are absolutely useless

Reply #5 Top

The anti matter plant and that were over nerfed.  Will be adjusting prior to release.

Reply #6 Top

Quoting Stalker0, reply 4


Quoting androshalforc,

I agree the first buildings were fairly overpowered but the nerf bat hit them hard now they are barely worth it before the resource cost



I would argue the Durantium refinery and Promethion Pleasure park have their uses as is.

The Antimatter plant and Thulium archive are absolutely useless

 

The "Pelasure Park" is useful but could you please give a good example of the "Durantium Refinery" being useful outside of very rare optimal cases?

Reply #7 Top

I think all buildings that give big adjacency bonuses but do not receive them need to be looked at. Most of them are very weak. Their outgoing bonuses encourage you to place them in a central location, but when you do, you miss out on a lot of incoming bonuses which makes them much weaker than they appear at first.

Reply #8 Top

The main problem with the Antimatter Power Plant was that you could use it to gain ridiculous bonuses on improvement that provided GLOBAL effects. It this was not the case the Antimatter Power Plant would not have been OP.

 

When you reduce it's power it instead become very useless... it will be impossible to balance this with only giving adjacent levels.

 

Perhaps an improvement such as the Hyperion Shrinker should not give a global effect in each level it has effecting it.

Reply #9 Top

Quoting JorgenCAB, reply 6

The "Pelasure Park" is useful but could you please give a good example of the "Durantium Refinery" being useful outside of very rare optimal cases?

I took the challenge and I realized that I was wrong. The uses for the refinery are very corner case, so much that I will echo the building is underpowered.

Reply #10 Top

That is also one of my complaints... it is not very obvious unless you do the math that some of the buildings are very weak. New people will automatically think they are good to build just because they require a resource and will not think much about it.

 

In my game I raised the Production bonus of the Durantium Refinery to three which make it a very good choice for low class or some new worlds and a decent one on planets that can gain large population but eventually an advanced factory is worth more. Production is also not specifically manufacturing but also give increased wealth and science when the world focusing in those areas, which many socially oriented worlds do.

It also make the refinery decent on non manufacturing worlds as a second factory if you have lot's of Durantium.

Reply #11 Top

Why is the pleasurepark useful? Approval is really easy to get. 2-3 techs for the starbase upgrade and you are in at 100% until mid/lategame... then just trade for the approval resource. Problem solved.

Refinery is kind of useful on occasion, antimatter plant (while nerfed badly) is great for boosting Hyperions... Particularily since you can still build multiple antimatter plants

Thulium is borderline worthless. 

Reply #12 Top

Quoting adamb1011, reply 11

Why is the pleasurepark useful? Approval is really easy to get. 2-3 techs for the starbase upgrade and you are in at 100% until mid/lategame... then just trade for the approval resource. Problem solved.

I actually like it for the income. A few of these can pay my bills early on so I don't need to invest in wealth worlds, and can focus more on science. The approval part for me is actually the weaker part.

Reply #13 Top

The Pleasure park give RAW gross income and quite a boost and is available very early in the game... it is a pretty usable improvement on wealth planets or planets that alternate between industry and wealth which is quite common in my empire.

Reply #14 Top

Ah cool. I must have missed the gross income bonus on the tooltip

Reply #15 Top

The pleasure park is basically a casino. It doesn't give approval on its own, but it gives +6 raw income, which is really good, and +3 approval adjacency, which is VERY good, but it doesn't give income adjacency, making it balanced. I don't even care if it giving income and not approval is a bug, it should stay.

I argue that the durantium refinery should be buffed to +3 instead of +1. Pleasure park is fine. Thulium archive and Antimatter plant are useless, especially considering how rare antimatter is.